Basic Concepts and Terminology: Difference between revisions
No edit summary |
No edit summary |
||
Line 25: | Line 25: | ||
Distinct from the structural building blocks for a game system, the Kit has a separate set of objects upon which the visual behaviors of the data files are built. The visual elements are outlined in this section. | Distinct from the structural building blocks for a game system, the Kit has a separate set of objects upon which the visual behaviors of the data files are built. The visual elements are outlined in this section. | ||
==[[Other | ==[[Other Basic Mechanisms]]== | ||
This section covers basics mechanisms used by the Kit that don't properly fall under the structural and visual building blocks sections above. | |||
==Tags and Tag Expressions== | ==[[Tags and Tag Expressions]]== | ||
Tags provide a means of classifying objects, while tag expressions provide a means of identifying which objects have been classified in various ways. Together, tags and tag expressions form a critical piece of any set of data files. | |||
== | ==[[Scripting Language]]== | ||
The types of behaviors that exist within the realm of RPGs is limitless. As such, it's impossible for HL to anticipate everything, so the Kit provides a versatile scripting language that enables data files to adapt to virtually any game system. | |||
== | ==[[Evaluation Cycle]]== | ||
==Debugging Mechanisms== | Everything within HL happens at a specific time, which you, as data file author, completely control. The evaluation cycle governs the sequence in which actions are performed. | ||
==[[Manipulation of Visual Elements]]== | |||
With the vast diversity of RPGs, the author needs to decide how information is presented to the user and how it responds to the user. The manipulation of the various visual elements is a critical element within any set of data files. | |||
==[[Data File Compiler]]== | |||
HL compiles the data files you create, allowing it to catch many errors and problems before the data files are even loaded. This section outlines facets of the compiler that are fundamental to writing your own data files. | |||
==[[Debugging Mechanisms]]== | |||
The writing of data files can become rather complex for some game systems, so HL provides a variety of mechanisms to help you identify problems and diagnose how to fix them. This process is traditionally referred to as "debugging" your data files. |
Revision as of 06:16, 15 November 2008
This section identifies all of the fundamental concepts and terminology that form the backbone of the Kit. A brief summary is provided for general topic below. Click on a topic to get all of the details.
Data File Types
There are an assortment of different file types involved in a complete set of data files, which are all outlined in this section.
File Locations and Naming Conventions
Data files must reside in specific locations for HL to properly find and use them, and there are critical naming conventions that your data files must subscribe to.
Unique Ids
Just about everything within HL data files is assigned a unique id that serves to uniquely identify that object throughout the data files and enables it to be referenced by other objects. There are specific rules for unique ids that must be adhered to.
XML Files
All the data files you'll work with subscribe to the XML standard. A brief overview of XML files, as they pertain to the Kit, is provided in this section.
Structural Building Blocks
On a structural level, the Kit relies on an assortment of objects that serve as building blocks for everything pertinent to a given game system. These building blocks are outlined in this section.
Visual Building Blocks
Distinct from the structural building blocks for a game system, the Kit has a separate set of objects upon which the visual behaviors of the data files are built. The visual elements are outlined in this section.
Other Basic Mechanisms
This section covers basics mechanisms used by the Kit that don't properly fall under the structural and visual building blocks sections above.
Tags and Tag Expressions
Tags provide a means of classifying objects, while tag expressions provide a means of identifying which objects have been classified in various ways. Together, tags and tag expressions form a critical piece of any set of data files.
Scripting Language
The types of behaviors that exist within the realm of RPGs is limitless. As such, it's impossible for HL to anticipate everything, so the Kit provides a versatile scripting language that enables data files to adapt to virtually any game system.
Evaluation Cycle
Everything within HL happens at a specific time, which you, as data file author, completely control. The evaluation cycle governs the sequence in which actions are performed.
Manipulation of Visual Elements
With the vast diversity of RPGs, the author needs to decide how information is presented to the user and how it responds to the user. The manipulation of the various visual elements is a critical element within any set of data files.
Data File Compiler
HL compiles the data files you create, allowing it to catch many errors and problems before the data files are even loaded. This section outlines facets of the compiler that are fundamental to writing your own data files.
Debugging Mechanisms
The writing of data files can become rather complex for some game systems, so HL provides a variety of mechanisms to help you identify problems and diagnose how to fix them. This process is traditionally referred to as "debugging" your data files.