No, teh1ghool's right. You should use stand ins (like a temporary cube instead of an enemy) while scripting. Not to say that I do that, but you should :P. Maybe I should start doing that....
It depends I suppose. If your doing an FPS, where most of the scripting will be in weapons and enemy ai, Durandalski's might actually be preferable. Don't really know. If your working at something thats a big conversion from the fps, like say Tarmac, than scripts are much more important. Or at least as I see it.
that would be true, i guess but personally i think i'm too much into how games look then script because i haven't worked with scripts enough yet. I think they are both important. if you like to have your scripts ready when you put your game together you can always test your scripts with primitive objects prior to finished models. I think that might even save you some time.
Go with whatever works faster. There's usually no perfect way to do things like that.
Gordon is right, when it comes to FPS games the biggest scripting challenges have to do with enemy and friendly AI. New weapons and changes to player behavior are fairly simple to do, so there's nothing to stop you from making graphics and maps first and setting up the weapons and player movement. Then once your maps are done and your enemies look decent you can set about scripting them, especially considering nodes are an important part of movement.
With something like tarmac or this AC130 game you're breaking away from the first person shooter and so it's important to build your new game play first, then make it look good later.
good one durandalski. I would do that too because it is something completly new for DIM3, at least for what I know. for example imagine if it wouldn't work. then you would have made all your models and levels and stuff all for nothing. you could use them for another game but that is not impo right now :p
Thats kind of cool.
What did you use to record it?
Guys, the last post in this thread is half a year old. :P