(German: “Schuster, bleib bei deinen Leisten.”)
Concerning the GDC Europe lecture i’m still planning to submit. I’ve given it much thought but even though the motivation and passion topics might be great to rant about, i don’t think i bring the background with me to sound truthful. Also i’m having a hard time coming up with the “result” of the talk, something that people should take out of the lecture, thinking “this is what i’m going to do now that i know what i know now”. Or something like that.
So i’m sticking with a topic i’m very familiar with even though it’s technical and it might limit my audience to Programmers, maybe Designers. The talk could be titled something like “BattleForge: Scripting Multiplayer Missions” and will introduce the proprietary Scripting language i’ve been in charge of over the seven years i’m with EA Phenomic. I will outline in how far the Scripting language is different from what you might be familiar with (including Lua, the language our Scripting language sits on top of, or utilizes). Statemachine, load-time execution, polling. Need more info?
Then i will delve into specific issues that we’ve encountered newly in BattleForge and how we designed the language to work with cooperative multiplayer missions as well as (finally) solving some legacy problems and making the language more powerful along the way. Especially enhancements that allow us to use quantor logic, eg. “for any”, “for all”, “for none” and “for not all”. Intrigued?
And obviously, there’s still room for improvement even though we’ve been using the scripting language with simply abbreviate “GDS” (stands for “GameData Scripting”, w00t!) for over 7 years now. Spawning units in ever increasing numbers is one. Why is that?
There is plenty of knowledge to be taken away with for both programmers and designers, so i think i’ll aim for a more high-level review of our scripting language instead of giving implementation details. Especially not on the C++ side – it’s just too straight-forward most of it, the more interesting aspects are the design decisions that went into the GDS system over the years and for BattleForge especially.
So, now … where do i apply … oh, here.






From that time on, nothing at NEON felt the way it was before. Previously being an independent Studio, NEON Studios was bought by an Austrian publisher sometime in 2000, i believe. I still have that christmas present from the first corporate Xmas Party – a warm winter jacket. “The best thing they have ever produced” we still say jokingly and by “they” i mean the publisher aka corporate – just to make that perfectly clear. But without the team and friends i’ve enjoyed working with the soul was gone. NEON was still a great place full of great, artistic, intelligent, visionary people. But the corporate identity we had assumed was now consuming us. Feeding on us. Leaping a few years ahead, NEON was shut down sometime after the release of
Back to the present in the past. Soon after we had finished Santa Claus Jr. followed the search for a new Gameboy Advance project. We pulled together 4 very intruiging, intelligent and enthusiastic ideas for our pitch, ready to push the new Gameboy Advance hardware and gaming abilities to the limit. But we had to include a fifth pitch, the obvious sequel to Santa Claus Jr. We made it so that the effort and issues of that project were a bit exaggerated because none of us wanted to do another Santa Claus project, even though the first one was a joy to work on. But the Gameboy Advance technology was something we really wanted to push, we saw opportunities for games that weren’t possible on the old Gameboy. Another jump’n run game for kids just wasn’t going to cut it.
Until that time i did not know how lack of passion feels like and how much it can pull you down. Much of my later Level Design work was reworked but i’m still glad that most of the ice world was left untouched. That’s where you start the game, see the screenshot to the left. These were the levels for which i’ve actually tried to build something fun and an easy introduction for the kids. It was created during the time i really tried to make the best of the whole situation. However that changed when i had to move on to the next world (town) which didn’t inspire me at all.
Gaming Horror - stay a while, stayyy forever!






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