I summarize it, being able to place AI enemy or ally, create missions, place water, a tool that works for the terrain to make mountains and that. I liked that halo 5 can create scripts, but a blueprint like Unreal Engine would be great.
or it would be nice if you can make 3d models, for vehicles and weapons, in halo 5 it can only be done in vehicles.
Okay I am going to go crazy here. I have really been wanting this in forge for a long time. I think it would be great if we could have some kind of toolkit for having AI in forge, forging firefight maps, and possibly have the ability to create custom campaign missions right from forge. I said it back when they were developing the new engine- I wished they would take the time to develop a system that both enables this and is intuitive to use for most players.
I would like scripting to be heavily iterated on/ improved. The scripting in Halo 5’s forge compared to H2A’s forge was MUCH better but was still extremely limited and primitive. It is really hard to do basic things and most things you have to do in an extremely convoluted manner. Here’s what I want them to do: I would like them to create a text based Halo scripting language and do something like Blueprints in Unreal Engine. Blueprints is basically like a visual programming language, but you have the ability to create Blueprint functions in an actual programming language, like C++. I would love for there to be a Halo scripting language with C#/ C++ like syntax that allows people with a programming background to write code for more complex things, then have the ability to distribute that code for use in “Blueprints” for people who don’t have programming skills. They could have a content browser that allows people to easily share and build on/ modify assets others in the Halo community have created.
I would like to see a return of the classic forge items and buildings like the bunker box and towers. I didn’t like having to create stuff like that from scratch in Halo 5.
The game itself looks like it’s made in forge I don’t think you need to worry
> 2533274916415091;3:
> Okay I am going to go crazy here. I have really been wanting this in forge for a long time. I think it would be great if we could have some kind of toolkit for having AI in forge, forging firefight maps, and possibly have the ability to create custom campaign missions right from forge. I said it back when they were developing the new engine- I wished they would take the time to develop a system that both enables this and is intuitive to use for most players.
>
> I would like scripting to be heavily iterated on/ improved. The scripting in Halo 5’s forge compared to H2A’s forge was MUCH better but was still extremely limited and primitive. It is really hard to do basic things and most things you have to do in an extremely convoluted manner. Here’s what I want them to do: I would like them to create a text based Halo scripting language and do something like Blueprints in Unreal Engine. Blueprints is basically like a visual programming language, but you have the ability to create Blueprint functions in an actual programming language, like C++. I would love for there to be a Halo scripting language with C#/ C++ like syntax that allows people with a programming background to write code for more complex things, then have the ability to distribute that code for use in “Blueprints” for people who don’t have programming skills. They could have a content browser that allows people to easily share and build on/ modify assets others in the Halo community have created.
>
> I would like to see a return of the classic forge items and buildings like the bunker box and towers. I didn’t like having to create stuff like that from scratch in Halo 5.
I feel like this is the logical next step for Forge.
I think their first foray into AI in forge will be through Firefight. And like Forge, it will probably start off pretty basic.
For instance, once you’ve created a map, you boot up Forge in a special Firefight mode which instead of spawning objects, you’re setting enemy spawn locations, their movement boundaries, and maybe some small scripted elements. These could be something like selecting an enemy spawn, and choosing a location for them to move to and secure as their ‘objective’ aside killing you.
Then similar to Reach, you’d be able to fully customise the Firefight match, setting which enemies spawn in each wave and round. But also assign different enemies to spawn locations A, B, C, etc, that you had previously set up (e.g. Grunts at A, Brutes at B).
You could also have the ability to stagger the spawn locations, so location A for Round 2 could be set different to Round 1, moving the firefight around the map.
If you then set the waves per round to 1, and have 20 rounds with spawns set in a line running through a forge map, you’ve basically got a campaign right there.
In lieu of voice actors to drive the narrative, you could implement text objectives that would appear after certain rounds to move the fight on.
I feel like this would be enough of a leap forward for fans, without overwhelmed by the programming side of things. I’m sure the PC mode community could take the above and create some wild experiences, while still being ‘enough’ of an innovation for the consolers (of which I am one).
> 2533274916415091;3:
> Okay I am going to go crazy here. I have really been wanting this in forge for a long time. I think it would be great if we could have some kind of toolkit for having AI in forge, forging firefight maps, and possibly have the ability to create custom campaign missions right from forge. I said it back when they were developing the new engine- I wished they would take the time to develop a system that both enables this and is intuitive to use for most players.
>
> I would like scripting to be heavily iterated on/ improved. The scripting in Halo 5’s forge compared to H2A’s forge was MUCH better but was still extremely limited and primitive. It is really hard to do basic things and most things you have to do in an extremely convoluted manner. Here’s what I want them to do: I would like them to create a text based Halo scripting language and do something like Blueprints in Unreal Engine. Blueprints is basically like a visual programming language, but you have the ability to create Blueprint functions in an actual programming language, like C++. I would love for there to be a Halo scripting language with C#/ C++ like syntax that allows people with a programming background to write code for more complex things, then have the ability to distribute that code for use in “Blueprints” for people who don’t have programming skills. They could have a content browser that allows people to easily share and build on/ modify assets others in the Halo community have created.
>
> I would like to see a return of the classic forge items and buildings like the bunker box and towers. I didn’t like having to create stuff like that from scratch in Halo 5.
I also dreamed of that, but putting a programming language would be very roblox studio xd, roblox studio uses the Lua language. But if it would be nice if they put a blueprint like Unreal Engine, I can imagine how great the maps are.