Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by imslavko on Wednesday September 10, 2014 @11:35PM
(#8300738)
I have never heard of it but watching videos it seems to be a puzzle game with an interesting game mechanics: you can "change the code game is executing" right inside the game.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by snogglethorpe on Thursday September 11, 2014 @02:40AM
(#8301184)
Is the portion of the code the user can hack being run in a separate sandboxed execution context, or can the user really change everything written in Lua should he try hard enough...?
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by famousactress on Thursday September 11, 2014 @10:40AM
(#8302829)
Brandon (I think that's his name) actually went out of his way to avoid sandboxing and deliver the premise as authentically as possible. He's talked about it in a few videos in more detail - https://www.youtube.com/watch?v=1FgC_284eNU#t=88
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by imslavko on Thursday September 11, 2014 @12:33AM
(#8300908)
I didn't know that! It looked like a carefully prescripted game feature, but decompiler and real assembly make it even more interesting. :) (I already bought the game)
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by akavel on Thursday September 11, 2014 @10:05AM
(#8302607)
Ah yes:
"Soon after the article in Dr. Dobb's, we received several messages about Lua. One of the first messages was the following:"
From: Bret Mogilefsky <[email protected]>
To: "'[email protected]'" <[email protected]>
Subject: LUA rocks! Question, too.
Date: Thu, 9 Jan 1997 13:21:41 -0800
Hi there...
After reading the Dr. Dobbs article on Lua I was very eager to check it
out, and so far it has exceeded my expectations in every way! It's
elegance and simplicity astound me. Congratulations on developing such
a well-thought out language.
Some background: I am working on an adventure game for the LucasArts
Entertainment Co., and I want to try replacing our older adventure game
scripting language, SCUMM, with Lua.
[...]
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by Argorak on Thursday September 11, 2014 @06:29AM
(#8301769)
Note that before that, Lucasarts had a custom execution environment for their games, for portability reasons (SCUMM). Grim Fandango uses GrimE, sort of a successor to that.
I would assume that LUA was a way to move towards something common as a scripting language in GrimE.
Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by sspiff on Thursday September 11, 2014 @09:41AM
(#8302470)
My brother had a demo of Grim Fandango in a ZIP archive, and it didn't include the Lua DLL. When we reran it years later, we first had to recompile Lua (3.1?) before the game would run.
That's how I learned it was using Lua. I believe it was the first large scale use of Lua in a game, certainly the first I encountered.
Lua is ubiquitous in game programming (as a scripting language), see e.g.: http://en.wikipedia.org/wiki/Category:Lua-scripted_video_gam... or browse through some game programming related job openings.
"Soon after the article in Dr. Dobb's, we received several messages about Lua. One of the first messages was the following:"
http://www.lua.org/history.htmlI would assume that LUA was a way to move towards something common as a scripting language in GrimE.
http://en.wikipedia.org/wiki/SCUMM http://en.wikipedia.org/wiki/LucasArts_adventure_games#3D_gr...
It's kind of a small point, I just don't want somebody to get the idea to write an actual game engine in lua.
That's how I learned it was using Lua. I believe it was the first large scale use of Lua in a game, certainly the first I encountered.