I can see what i'm going to code now =). Just have to change the map
descripting to xml for easier parsing porpuses and i'll begin...
But now I can see Phil's point... I looked at the library ref for the exec
and __import__ functions (guess i'll use those) but i'm not sure if I can
(should) allow someone to put an arbritary python code in my app, that would
be too 'risky'. Sure I could manipulate the globals and locals, but still
i'm not sure...

The subclasses idea for the scripting sounds very, very nice =)

On 7/3/07, Greg Ewing <[EMAIL PROTECTED]> wrote:

Giuliano Vilela wrote:
> I'm thinking about making like a
> "scripting" language to describe all those things

You've already got a scripting language -- it's called Python!

The quests could be modules that get imported and plant
specialised subclasses of object in the game, such as
a gate that opens when you're carrying the appropriate
item, etc.

--
Greg

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