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Mike Substelny

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At this year's Armada the mission scripting workshop will be hands-on. If you bring your own laptop ready to rock and roll then you get more than just an idea of how the scripting system works, you will leave the workshop with a working mission script.

This session is tentatively scheduled for Friday afternoon ar Armada's first official activity (a few hours after the ballroom opens for players to set up your own bridges).

To participate you should prepare your Windows laptop before you even leave home. Load up your laptop with:

Artemis 2.71 (obviously)
The mission script editor maintained by Dave Thaler
XML Pad by WM Help

We are still working on the details of this session. It might be broken into two parts, XML Programming and Interactive Storytelling.

XimniLightCruiser.png 


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MarkBell

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Note - Mission Scripting workshop moved to Saturday Morning!  9-11 AM
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Mike Substelny

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The workshop went well, I believe. I hope that it leads to some new and exciting missions in the future!
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Angel of Rust

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I also think the workshop went well. The attendance was good. People were engaged asking questions and sharing experiences with scripting. I feel motivated to try out what we learned and post some scripts here!
Mike Substelny

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We had some pretty good enthusiasm coming out of this workshop. Is anyone working on a cool new mission script? Would you like some help?
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Angel of Rust

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Quote:
Originally Posted by Mike Substelny
We had some pretty good enthusiasm coming out of this workshop. Is anyone working on a cool new mission script? Would you like some help?


I agree. I am looking forward to seeing what others come up with.

I am planning to work on a concept discussed last year at Armada. We are in the middle of moving to a new place right now, so I probably won't dig in seriously until July. The overall concept is to have a series of missions linked together "XCOM" style -- with a strategy layer and a tactical layer. The strategy layer will be a TSN forward fleet base and the tactical layer will be a number of nearby sectors linked via "warp buoys" arranged around the fleet base. Just like the original XCOM, the tactical layer maps will be quasi-randomly generated from a set of tiles selected based on the general sector type (i.e, open space, nebula, asteroids, hostile frontier, etc.). Missions will be assigned depending on a few progress stats affected by mission successes and failures.

Right after Armada IV, I used Artemis Mission Editor to put together a proof of concept script (attached) for the map generator. It seems to be pretty straight-forward, so I am hopeful that it will integrate well into the overall concept.

 
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