EvilGuru wrote:I'd been waiting for someone to point out the obvious ToS violation associated with script interpretation. Indeed, not only do we interpret AI scripts (which a case could be made for) these scripts are user-accessible, in that someone can change the scripts we load/use on the fly.
If that was the case then there would be plenty of stuff banned from the App Store... Also we could make the scripts editable by including some sort of Script editor and sharing setup (there are quite a few apps on the store that have these features)
EvilGuru wrote:While I suspect most iGames with any sort of AI use scripts of some description I doubt that any of them make this scripting information public and allow users to change them.
The scripts for AI might be written in some form of C... Which is another alternative but idk how that would work. I'll leave that to who ever is in charge of AI scripting.
cybersphinx wrote:http://www.mail-archive.com/r-help@r-pr ... 98043.html is funny. It says that you might have a few more problems porting Warzone than just the Appstore.
a. "Applications must be originally written in Objective-C, C, C++, or JavaScript as executed by the iPhone OS WebKit engine" - we use some flex/bison stuff.
b. "No interpreted code may be downloaded or used in an Application except for code that is interpreted and run by Apple's Documented APIs and built-in interpreter(s)." - we use a custom scripting language for AIs, if you remove that all that's left is all-human multiplayer.
Nice read... Ok, so it seems that things just got a bit more complicated. If this person is correct about the licences and what not... we might have to find a loophole. I think some kind of module system will have to be put in place and then the mods can be "installed" or used via ingame controls cuz then we can have the game be "open source" to an extent and still "comply" with Apple's retarded license agreement.
... If all else fails... Cydia is still there