im wondering, when the point is reached that you decide to manage your little game sequences/ events by a scripting engine.
for example a platform game like mario, there can be a sequence where a boss gets introduced or a dialogue is shown, whatever.
these are pretty short and rare parts of such a game, but very bad to realize without real scripting.
a common workaround is to have a simple statemachine which permanently decides if the sequence XY is reached and counts internally, when it has to end and change the state to normal gameplay.
i hate those workarounds, cause events, which occur perhaps only one time are branded in the game code (and are permanently tested, if they shall be executed)
im interested in some experiences, when to use real scripting or if there is a better workaround.
