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riverman_jacob

Unity Finally, the Scripted Event System (Used in our Wii game)

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Hi everyone, This is Jacob from RiverMan Media. Several months ago, my brother Paul posted an article on the behavior system we use in our games. The topic generated quite a bit of discussion. Well, finally after almost 9 months, he's posted the followup to this article, where he describes the scripted event system he uses in our games, including the recently released MadStone for WiiWare. Here's the link: http://rivermanmedia.com/programming/6-programming/28-object-oriented-game-programming-the-scripted-event-system Even for an artist like me this article was very interesting. It goes into how he coded all of MadStone's cinema scenes with just a few lines of code, and how these techniques can also be applied to game mechanics, etc. Hope you enjoy! Jacob www.rivermanmedia.com [Edited by - riverman_jacob on November 8, 2008 11:39:14 AM]

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Hm, it seems your brother is slowly re-discovering by himself the most popular methods already used in the industry :P

Interesting read nevertheless.

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Hey everyone, this is Paul from RiverMan Media.

I always imagined that there were probably similar systems out there when I came up with the idea. What might be unusual about our version is how it works in conjunction with our Behaviors system, which is a like a hybrid between pure composition and a pure type heirarchy for game objects. I gathered from our discussion on Behaviors on this forum that such a hybrid system is less well-known in the industry, but I really like it :)

I think that the Behavior System and the Scripted Event System have a strong synergy when used together, perhaps more so than a pure component system or a pure type heirarchy would have with scripted events.

Scripted Events don't necessarily benefit from a pure type heirarchy because game object behavior is not separated from the object itself (and thus you can't put that behavior into the script). However, a traditional type heirarchy does make it easy to deal with the code executed when the listening object hears the script's callback.

A pure component system does take advantage of the fact that the components themselves could be script elements, but the listener code that would go into the game object would also have to be a component. In this case, the component system requires that you write a bunch of components to handle all of the different code that is executed when the script's many different listeners hear the script's callback. The components also have to deal with the communication between script and listener.

The Behaviors System, as the hybrid between the two, combines the benefits of both. Much of your game objects' capabilities/actions are already encapsulated into Behaviors, which can be part of the script. And dealing with the callback is easy, because each listener can specify what it wants to do when the script is done in its own code.

I'm not sure if that made any sense, but it's my guess :)

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