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Plugin System / Scripting System #19
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Oh and don't forget to include an API for scripting behaviors of objects, NPCs, etc. |
....? What kind of behavior? Frogger doesn't even have NPCs. |
Entities* |
For Example: When you press a button made by the plugin, it'll change the behavior of the sinking turtle to sink at faster intervals. |
There id already an API for changing entity data, and entity scripts. |
Oh, my bad. I didn't know that. |
The plugin system should include examples/a tutorial, and explain how to use FrogLord's APIs. |
I'm having second-thoughts about whether this is necessary. If anyone would like to persuade me otherwise, please do. |
Yeah, I think a plugin system would be nice. It could enable developers in the community to create accessories for FrogLord that aren't essential but provide extra features. For example, I could create a plugin that exports a frogger level to another format (like .obj or .stl) or a fully-featured image editor inside FrogLord. While plugins aren't required, they are a great addition to FrogLord and would remarkably enhance the user experience. |
Down the line, we may want to add some kind of scripting or plugin system to FrogLord, so people can do things with code which can't be done in base FrogLord. This is an idea for sometime when FrogLord is fully featured and cleaned up though.
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