Lua Scripting

I’ve been busy adding Lua scripting to Knights. This has involved quite a few changes to the code (and plenty of debugging!) but I think it’s been worth it. Most of the in-game scripts (such as switch effects, gnome book puzzles etc) are now using Lua instead of my old text file based configuration system. Although the new Lua scripts don’t really let you do anything new yet (they basically replicate what the old system could do), the general framework is now in place; all that remains now is to add a few new functions and things that can be called from the Lua side. This should allow plenty of possibilities for mods.

The next thing I need to do is to write some documentation of how the Lua scripting works. I might use the Trac “wiki” section for this (as it’s not being used for anything else currently and it will be easy for me to update it as development continues).

After that I want to start work on the new control system which I promised a while ago. I have planned out how I am going to do this, it is just a case of doing the work now 🙂

Hopefully, I should be able to get a release out with this stuff in it by the end of the year.

3 thoughts on “Lua Scripting”

  1. ‘Alo ‘alo. ‘Tis I once more. Certainly glad to hear Lua is well on it’s way to being implemented. I shall definitely check in again when it is to see what tinkering there is to be done with it.

    Also figured I’d mention I’m still more than happy to pitch in with official content generation. So long as controls get satisfactorily worked out, I’ll certainly mod anyway.. But more official content gives me something to do and some much wanted creative freedom, as well as your game getting a better first impression on any whom download it. Win/win. Naturally, you’d get final say on what’s in and out of the official builds, but it’s burden off your shoulders. :V

  2. Hi Mataro, glad to hear you’re still interested in this project.

    When Lua scripting is finally done (it won’t be for a while yet) I will certainly be accepting submissions from people. I was thinking of making a “module” system, where people could package up Lua scripts and graphics files into a module, which could then be uploaded to the Knights site. Anyone running their own server could then pick and choose from the available modules, or add some of their own, to make a custom server. Also I could choose the best modules to include in the official Knights builds (with the permission of their authors of course).

    That would be a lot of work, of course, but should be quite cool if I ever get it working.

    Right now I am struggling with controls which is taking longer than expected. More on that in my next blog post…

  3. I’m getting some study time into the Lua language. I never had a need for it, but from what I’ve read so far, it sounds like a very interesting way to modularize the game. Thank you for all the infrastructure and supporting data you’ve put online so far.

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