- - Game Scripts move really fast. Since they start immediately following map creation, by they time you get the debug screen up, they can have run several hundred lines of code.
- - Game Scripts keep running fast. They don't stop running when you push "pause" either. I might have to adapt Zuu's "break" signs...
- - I miss the libraries. I've been trying to move WmDOT over to run on the GameScript framework, but it depends on 5 or so libraries. I've managed to move most of the libraries to be internal files, but that's introduced some strange bugs (like the pathfinder always returns "null"...). Libraries support is at the top of my feature request list.
- - Bug: all GameScript options are changable in-game. I don't think this the intended behavior. (AI's can have settings you can set anytime or just before you start the game)
- - if a GameScript crashes, it does not pull up the debug screen with a message to submit a crash report, like it does if an AI crashes. Instead, the game continues to run.
Out of curiosity, what needs to happen before NoGo can be added to the trunk? Is the goal for it to be part of the 1.2 release?
@Zuu: I would be interested in helping with the tutorials. Do you have a basic curriculum drawn up yet?