Tuesday, December 20, 2011

Learning HSL

I am currently trying to make heads or tails out of the HSL framework. It appears to be a simple language, but it uses its own proprietary terminology which makes it a little confusing at first.

I guess I will begin by trying to understand DOMs (Data Object Model) and GOMs (Game Object Model)  which are apparently where most of the game data can be manipulated using the DOM Editor.

My first task will be to see if I can get an object to react to a character input.
I will keep you posted on my progress.

4 comments:

  1. Well, I managed to create my first client and server scripts. Basically a Hello World thing, nothing fancy. I realize that HSL is much more complex than anything I have done before. I am either not grasping a key element that will make it all click into place or this is really a difficult scripting language to understand.

    I am hoping that it is just a matter of reaching that 'Eureka' moment where it all starts to make sense. For now, I will leave the scripting to the programmers, and return back to art assets. I will from time to time tinker with the tutorials in hopes that I eventually make sense of HSL.

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  2. I made some great progress yesterday. I finally am starting to get an understanding of how HE handles scripts and object data. I guess you can say, I had that 'Eureka' moment. I am grasping the concepts and can see how things work in theory. I now have to sit down and begin implementing what I have grasped and see if any of it actually works.

    Basically, what I have deduced is that I will need to replace some of the existing entry point scripts with some of my own game scripts. These scripts will in turn "spawn" my own classes or nodes based on the inherited HE classes.

    Now I need to explore the HJ sample scripts and see how they were put together and if there is any code that I can use in my own T6 scripts.

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  3. Just successfully created a working client script which cause an object to highlight when you mouse over it and then by clicking on it cause the object to move. At this stage its only a client script and does not have any replication to other clients.

    This is the foundation for player/object interaction. Now that I understand the process in creating a class and assigning a script to that class with mouse input functions, I am able to assign any type of interaction as needed.

    My next step will be script replication so that all clients in the area will see the object movement and interaction.

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  4. I completed the Replication Tutorial today. This tutorials provided me with the fundamentals for spawning a dynamic object but its in a Prop Bucket. I need to test some aspects of this tutorial to see if the object spawned is visible by other players or only the spawner of the Prop Bucket. This would be great for handling loot drops and calling up GUIs, but what I have in mind requires nearby players to also be able to interact with the instantiated object.

    There are method calls which will instantiates an object that is persistent and active in the current area. This will allow things like dropped items to be able to be picked up by anyone in the Area, or interacting with consoles and vehicles.

    If Prop Bucket items are visible and can be made accessible by other players, then I am closer to my goal then I realize.

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