Hero6
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Campaigns as Script modules
Campaigns as they are structured contains only unique implementations of Character, Room, Item, etc. In C# this is involves a lot of boiler plate code for simple structures. I wonder if we shouldn't consider implementing our main campaign as a script module if possible. If for nothing else, the contents of any given campaign module is exactly what scripts are used for. F# is sometimes used as a scripting language I've heard, but the industry standard would be Lua.