Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by riffraff on Thursday September 11, 2014 @05:16AM
(#8301598)
I should have added "already", I know lua is very common now, I didn't know it was common in 1997.
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Re:Hack ‘n’ Slash now 1.0 and Extra Hackable
by pygy_ on Thursday September 11, 2014 @05:37AM
(#8301627)
It was AFAIK the first game to use Lua, and it influenced the rest of the industry.
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.
[...]
http://www.lua.org/history.html
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.
http://en.wikipedia.org/wiki/SCUMM http://en.wikipedia.org/wiki/LucasArts_adventure_games#3D_gr...