Devblog #7
Deep Dive (Faction System)
Written in cooperation with TomSL
It’s probably important first to state what LUA is, in layman’s terms. There are different types of programming languages, LUA is a scripting language, and not really a programming language, while it’s mid-level, you can’t really do anything spectacular in LUA, outside of what’s applied in the environment. Garry’s Mod in particular, processes the language in ‘real-time’, and this allows developers to interface with the Source Engine and the game itself more efficiently and… is relatively secure..
In comparison, to make a Half-Life 2 mod, you have to sit through a long compile time for each change, compiling basically being translating the code into a ‘computer readable format’.
But enough about the fundamentals, let’s get into the good stuff, what makes up a part of the gamemode?
LUA isn’t a complex language, and it’s usage is very versatile. League of Legends, Diablo IV, and Overwatch all employ the language because it’s an easy language to script with, it’s relatively fast and lightweight, and if implemented properly, doesn’t need to be recompiled every time you make a change, like with the very back end internal stuff, which most likely uses C# or C++, two other different languages entirely.
We wish that it was as easy as pressing some buttons and making it go, but thousands of lines of code and weeks of work and polish go into creating the smoothest and most immersive experience possible. Hopefully that demonstration helps you understand why some things might take so long to create.
In the past few days, we have progressed to this new skeleton from the old one, giving it a new structure, and a base to go off of:
In the end the member tab would look like this post polish. You may edit the role titles of your factions as well.
Additionally we've also updated the hp/armor/stamina visuals as shown in the top left corner!
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