Game Variant Creator/Scripting Tool for Players

With halo Infinite having “Infinite” in the name, what better way to explore infinite possibilities and experiences than giving players ability to program their own unique gametypes alongside the maps they forge?

I have, since reach came to PC, mucked around with megalo scripting… Even created a bumper cars gametype along side an asymmetric gametype called Fed Ex where one team defends while another tries to push a vehicle though a series of checkpoints and into the enemies base.

I have also rubbed shoulders with some of the megalo giants, such as trusty snooze and cantaloupe and been stunned with what they can do with the use of community made tools (thanks Kornman)

It’s crazy with all of the game logic you can program into reach’s sharable game variant files. And it’s so much fun doing it.

And I feel that it would be amazing to make this accessible to your typical player.

SO…

Should we get a crusible for making custom games?
And, if so, what kind of tool would you like 343 to make?
Script editor, node based UI? I’m feeling something in c# might be nice… :crazy_face:

Personally, I think if they are going to do scripting, I think they would go with visual nodes or built in channels (H5 style). I absolutely love creating and programming my own maps, and the amazing things the players create when given the ability to use more powerful scripting is endless. Minigames, campaigns, custom firefights, puzzles, the list goes on!

> 2535433024916972;2:
> Personally, I think if they are going to do scripting, I think they would go with visual nodes or built in channels (H5 style). I absolutely love creating and programming my own maps, and the amazing things the players create when given the ability to use more powerful scripting is endless. Minigames, campaigns, custom firefights, puzzles, the list goes on!

Yeah it is a very fun feature of H5. Especially when you load in a prefab into the map that holds a bunch of game-logic. Makes me think though, if they added proper custom game scripting in, would we be able to load in prefabs in the same way we can spawn in multiplayer objects (MOTL) in megalo?

Be cool if you could store forge prefabs as a serialisable field so any player can set their own prefab. Imagine race, but the game leader is able to create a vehicle prefab and assign it to the game-type. Be awesome spawning into a warthog with a nice homemade blocky spoiler on the back.

With proper custom game scripting you could also imagine programming in a system to cycle though all of the child objects for a given prefab/vehicle and assign their colour attribute to be that of the driver’s primary colour.

Also be interesting to see how you could interface code with a scripting brain.

I’m quite sure that you are right, and they will bring back and improve scripting natively inside of forge. However, my lame race example aside, I still really want a dedicated scripting tool for game variant logic from scratch.

Although this is an old video of me testing an ancient version of that fed ex gamemode it shows you what an idiot like me can do without an official custom game variant editor. Fed X - YouTube The script handles all of the game-logic and scoring, and, any player on any map, by spawning and tweaking the values on a few capture plates and objects, just like how you would for any odd ball or a race map, now have Overwatch’s “Escort” gamemode working on the map you made.

And don’t get my started on the amazing stuff others in the megalo modding community have made.

I just feel like 343 might be missing out on an opportunity to take things to the next level.

> 2533274888083043;3:
> > 2535433024916972;2:
> > Personally, I think if they are going to do scripting, I think they would go with visual nodes or built in channels (H5 style). I absolutely love creating and programming my own maps, and the amazing things the players create when given the ability to use more powerful scripting is endless. Minigames, campaigns, custom firefights, puzzles, the list goes on!
>
> Yeah it is a very fun feature of H5. Especially when you load in a prefab into the map that holds a bunch of game-logic. Makes me think though, if they added proper custom game scripting in, would we be able to load in prefabs in the same way we can spawn in multiplayer objects (MOTL) in megalo?
>
> Be cool if you could store forge prefabs as a serialisable field so any player can set their own prefab. Imagine race, but the game leader is able to create a vehicle prefab and assign it to the game-type. Be awesome spawning into a warthog with a nice homemade blocky spoiler on the back.
>
> With proper custom game scripting you could also imagine programming in a system to cycle though all of the child objects for a given prefab/vehicle and assign their colour attribute to be that of the driver’s primary colour.
>
> Also be interesting to see how you could interface code with a scripting brain.
>
> I’m quite sure that you are right, and they will bring back and improve scripting natively inside of forge. However, my lame race example aside, I still really want a dedicated scripting tool for game variant logic from scratch.
>
> Although this is an old video of me testing an ancient version of that fed ex gamemode it shows you what an idiot like me can do without an official custom game variant editor. Fed X - YouTube The script handles all of the game-logic and scoring, and, any player on any map, by spawning and tweaking the values on a few capture plates and objects, just like how you would for any odd ball or a race map, now have Overwatch’s “Escort” gamemode working on the map you made.
>
> And don’t get my started on the amazing stuff others in the megalo modding community have made.
>
> I just feel like 343 might be missing out on an opportunity to take things to the next level.

I think they said forge would be better than ever, and I really hope it is. There are some other games with thing’s like forge. Take the quality of say Doom snapmap and Halo forge, and you have an almost perfect editor. If Infinite’s forge gives us the ability to spawn AI and use IF statements on almost any object or property (i.e. if player health is below 50%, detection if both objects have been destroyed to signal outputs.