TW Scripting Component (Preview)



My Scripting-Component is responsible for interacting with my Indie's Game-Engine internal components, simplifying and reducing the need to understand all calls responsible to work with the Game-Engine' internal components. To facilitate this interaction, the Scripting-Component contains two important static classes; the ‘Scripting-Conditions’ and ‘Scripting-Actions’. These two classes provide many methods you can use to interact with the Game-Engine and will probably be over 90% of the code in your game’s code.

To understand its role in the overall game-stack hierarchy, Scripting-Component assembly sits on-top of my Indie's Game-Engine. The next assembly in this game-stack is the Indie’s Game-Engine assembly itself, which then sits on-top of Microsoft’s XNA framework. The XNA Framework runs in both C# and VB code, which in-turn, calls the MSIL layer and finally components of the Direct-X libraries.

What’s important to understand is my Scripting-Component assembly is what you will use to create games that run in this Game-Engine. You DO NOT use the game-engine directly, but instead use this Scripting-Component to create the games that will run on this assembly.

Overall, my Scripting-Component assembly works on a simple concept of 'Game-Level-Parts', where each 'Game-Level' contains multiple 'Game-Level-Parts'.




  • Intel 2.0 ghz CPU or similar
  • 4-MB Ram
  • .Net 4.0
  • XNA 4.0 Framework
  • Nvidia 5000 series or better.
  • TW Indie Game Engine




  • Intel 2.0 ghz CPU or similar
  • 4-MB Ram
  • .Net 4.0
  • XNA 4.0 Framework
  • Nvidia 5000 series or better.
  • Visual Studio Express 2010