B
Bosola
Guest
What were Square's motivations and design goals when implementing the battle scripting system?
I assume the main objective was to create something that could be easily hotswapped on a dev unit - as recompiling modules was presumably quite slow - but I wonder if there were other intentions too. Were battle scripts designed to be written by artists rather than programmers (perhaps in a simple intermediary format)? Did debug builds allow developers to step over / breakpoint AI code whilst beta testing?
How much do we know about how FFVII's battles were implemented? How different is the demo BATTLE.X from gold? Is much really known about this, or is it generally treated as a Square trade secret?
I assume the main objective was to create something that could be easily hotswapped on a dev unit - as recompiling modules was presumably quite slow - but I wonder if there were other intentions too. Were battle scripts designed to be written by artists rather than programmers (perhaps in a simple intermediary format)? Did debug builds allow developers to step over / breakpoint AI code whilst beta testing?
How much do we know about how FFVII's battles were implemented? How different is the demo BATTLE.X from gold? Is much really known about this, or is it generally treated as a Square trade secret?