[Debate] How Should Elemental Handle Mod Scripting
Since so many people have had things to say about which scripting language to use I thought maybe there should be a thread where the modders-to-be sort things out.
The suggestions I've seen so far are:
Angelscript
Lua
Python
I've not worked with any of them but I've seen the results of some games modded with Python - Specifically Mount and Blade.
My thought on this, and you can disagree or talk about the pros and cons of languages here all you want:
Stardock plans on making a mod layer between Kumquat and any games created with the engine.
So this mod layer will be what interperets and handles the scripting. It's obviously either in testing or not in full development by this point or I'm sure there'd have been more information on it.
If the mod layer can interperet one script, why not all three? Create a file type for Kumquat - Whether it be *.kms for Kumquat Modding Script or whatever. Make it simply have three start and end tags and nothing else. One to start and end each scripting language section.
The modding layer could then, in turn, have a special handler for any variables created by any of the three languages to prevent people from having to learn how to pass variables back and forth.
I'm sure it'd be much more complicated than this, but this sort of approach would allow for a lot more in the way of modding, and it would mean that modders familiar with each script wouldn't have to relearn an entire new version.
Anyone else have thoughts on what Stardock should do?