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Let's make our own models (and maybe even animations)

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#11
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As a bit of a mapmaker, I'll say that lua scripts are not primitive. Firstly, the language itself seems to be the same in V and other games; it's not entirely correct to criticize them—it's all about the implementation for a specific game. But you corrected yourself on that. Secondly, the possibilities for changing Gameplay are actually quite decent.
What's bad? For graphics, there really is very little (things like removing skirts from creatures, playing ready-made animations or effects, something else is spinning in my head, but I won't say). And the second problem is that, apparently, only what the devs needed was implemented, based on the principle of "a need arose — we made it." A more correct principle in this case would be "make everything that could theoretically be useful," and then build maps from there. And you can feel that. You can't take away a specific skill from a hero, there's some kind of mess with the control of town growth, attractors might work or they might not (though this is more of a bug than a lack of implementation), dialog boxes can only be in a format that was pre-programmed—and alas for you if you need more options—the pool of spells that can be scripted is strictly limited, and so on.
On one hand, it's truly what zahar0z said: the devs were making a game, not a sandbox-tinkering tool; on the other hand—well, it's strange, it shouldn't even be convenient from a development standpoint. With those same spells, why not simply make more of them? After all, whether it's 4 or 40, the time to implement the feature is exactly the same, but you yourself might need this in the future. The standard principle of software development is to make everything as flexible as possible from the start, so you don't spend time later on something that could have been working long ago.
But regardless, the existing functions are already sufficient in many cases, so oh well...
 

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