Jump to content

NQ-Naunet

NQ Alum
  • Posts

    341
  • Joined

  • Last visited

Reputation Activity

  1. Like
    NQ-Naunet reacted to Moosegun in Forum Overhaul!   
    Welcome to the forums, brilliant that someone from NQ is here.  Whilst I presume NQ have always been listening (or so I hope), some recognition is great.  So are you going to make this forum a place that makes a difference?  It could.......
     
    way to make an entrance though, impressed Moose.
  2. Like
    NQ-Naunet got a reaction from Shulace in Lua Museum Submissions   
    Good afternoon, everybody!!

    If you (and/or your Org-mates) are a fan of Lua and you've used it to breathe life into a creation you're dying to show off... now's your chance.  

    For a chance to be featured in our Lua Museum (ooooh, ahhhh!), please submit your builds using the handy dandy form we've put together. 

    ? Click HERE to access the form! ?

    Thank you for taking the time to check this out, and happy building!! We can't wait to review your submissions.

    ~ NQ-Naunet

    For those not in-the-know, Lua is a lightweight, high-level, multi-paradigm programming language designed primarily for embedded use in applications. This video contains more information about the ways in which you can use it in DU!
  3. Like
    NQ-Naunet got a reaction from Knight-Sevy in Forum Overhaul!   
    Greetings Noveans,

    This is your newest Community Manager, NQ-Naunet, reporting for duty! ?

    It’s no secret to all of you that Dual Universe has undergone some changes in recent months; the launch of Beta, an increase in fan-made content appearing across our social channels (bye, bye NDA), and new NQ staff members popping up all over the community... just to name a few! Exciting things are on the horizon for all of us, and we couldn’t be happier about it.
     
    The first big mission I propose we tackle together, should you choose to accept it, involves this space right here - the forums. In the interest of keeping things tidier, more useful and fun for everyone, we’ve been thinking about giving this place a bit of a makeover.
     
    If that piques your interest, read on to see what we’ve got planned so far. We propose:
     
    Cleaning up some older, less relevant pinned posts and limiting future pinned posts to ~5 per topic. Archiving older, pre-Beta material. Creating a dedicated Beta category! Adding an “Innovation Station” space for creators to show off what they’ve been building in-game. Changing the look and feel of the forums with a brand new theme. Implementing an “Organization of the Month” series to highlight some of the amazing things all of you are getting up to together.
    What we’d like from you is your feedback, as it’s important to us that this place continues to be made for you, by you. Please let us know:
     
    Which topics/threads you feel should be preserved! (Tutorials, lore, etc.) What sorts of categories you might like to see! Any theme/styling suggestions you may have. Anything else you think we should know about the forums/our proposal.
      I’m really looking forward to hearing your thoughts and getting to know all of you a little better. Together, I think we can whip this place into the best shape it’s ever been in! ?

    ~ NQ Naunet, over and out.
     
  4. Like
    NQ-Naunet reacted to ShibbyGuy in On-Screen Ship to Ship Visual communication   
    Thanks! This image isn't mine, I found it after posting the idea. Not sure if they were able to actually do this with LUA and have a security system  in their factory or not. I have zero LUA knowledge. Love to see this for ship to ship communications though.
  5. Like
    NQ-Naunet got a reaction from MathDrou in Lua Museum Submissions   
    Good afternoon, everybody!!

    If you (and/or your Org-mates) are a fan of Lua and you've used it to breathe life into a creation you're dying to show off... now's your chance.  

    For a chance to be featured in our Lua Museum (ooooh, ahhhh!), please submit your builds using the handy dandy form we've put together. 

    ? Click HERE to access the form! ?

    Thank you for taking the time to check this out, and happy building!! We can't wait to review your submissions.

    ~ NQ-Naunet

    For those not in-the-know, Lua is a lightweight, high-level, multi-paradigm programming language designed primarily for embedded use in applications. This video contains more information about the ways in which you can use it in DU!
  6. Like
    NQ-Naunet got a reaction from elizaroff in Mini PvP tutorial on start   
    A PvP-specific tutorial would be super useful, I agree.  I'm sure one will be introduced as PvP is iterated on and improved.

    Thanks for your submission!
  7. Like
    NQ-Naunet reacted to Linxie in RolePlaying, My hopes and Dreams from this game.   
    TLDR: I hope to see systems that support a heavier & immersive base of RP.
    Note, no idea if this is the right place to post it.
     
    The RP I speak of:
    Classic RP, with /emotive and in /say Text basis with simple D&D rolls on aspects. 
     
    The back bone:
    So in a lot of games in the recent RP is often pushed aside, and often the community is the group that has to pull together to make a proper RP collective. - External Websites and such to unit RP under one banner and so on, choose a RP Hub... and so on so forth.
     
    So what I hope is that the systems in place will be there to also not only have the gameplay fun but detail more RP aspects, in an Optional manner... 
    With In-game support for the RP community, like a few details where everyone can add in details, like a status, Character looks, history and any other details the writer chooses (Moderate the 18+ out if the developer has hands on with it. IE: no more "Warcraft goldshire effect")
     
    Next is the group of people who think RPing is purely for fat people in their basements with no life, and their idea of fun is Killing and making fun of the RP community... I ask there be a form or reporting people for this annoyance, or immersive breaking... it is not fun when a group for example could be doing a escort mission and folks jump in that are NOT apart of planned RP events jumps in and kills everyone.
     
    I am unsure of the gameplay so I can't assume as much, so please keep the small group of people who enjoy this aspect of games...
     
     
    What I would be drooling over:
    - Emotes for characters... - LOTS OF THEM! different sitting styles to different walking ways, things that define characters.
    - Creative clothing choices and crafting where we can edit clothing, attack bags or belts to clothing with drag and snap on way...
    - in-depth character creators... Something like Black Desert online... 
    - A detail chat system, and RP addon tools... Like above a Character sheet to add in character details. *nod* (For non Rpers It can be used to add their achievements or a Fraction Alignment.
    - Knowing cosmetics COULD be a buy on the store, keep in mind, should be at least decent looking clothing for non-store things.(assuming)
    - A good tutorial base intro... A simple break down on RP, just to inform that people do these aspects and external link to forums to show a guide or so on.
    - Knowing only a little there will be factions in the game, and RP community will be a buzz over it, to make it more detail could there be an In-game "data base" where you can see status of each person.. who is on the "Kill list" or something like that, with the about and history of the character is there to be seen... the Current status can be locked to when you meet the character...
    This can be interesting as factions war and you have bounty hunters where you can 'give a usb' to the hunter with the details your character knows about X to hunt...
     
     
    I hope some of this helps in some way!
    Ask questions..
    - Li Li 
  8. Like
    NQ-Naunet reacted to Anomaly in Overdrive - Burn fuel to top max speed.   
    One of the biggest issues with Dual's PVP is the speed limit that is common to all ships regardless of size and configuration.   Acceleration matters but if that pirate gets to 30,000 kph before you are out of range, your hauler is done.   If that hauler is out of range by the time you reach max speed, you have no hope of catching up. 
     
    Therefore I propose that ships be allowed to burn fuel at a greater than normal rate of consumption to increase their speed past the current 30K limit. When the fuel is cut, speed will begin to return to maximum. I know this suggestion and physics do not get along but a speed limit in space is a bit contrary as well. 
     
    Smaller core ships would be able to push farther past maximum speed (because core structural integrity or something) creating a niche for interceptors and smaller core blockade runners. With upcoming changes to weapons and shields hopefully on the horizon, an encounter between pirates and a hauler might not be decided at the outset.  The hauler might be able to outrun the big guns but it would still need to swat down interceptors. 
  9. Like
    NQ-Naunet reacted to Anomaly in Trees with Collision Boxes?   
    I would love to see tree collision come back - but they shouldn't be the immovable invincible objects they were.  An impact with a starter speeder at 200kph should kill both the tree and the speeder.  A 4KT hauler should plow through a forest and only loose a bit of speed (and mass). 
  10. Like
    NQ-Naunet reacted to Anomaly in Forum Overhaul!   
    Good to hear from you again.  Hopefully we will see a number of people contributing to create a robust list. 
     
    I think a list of tags could allow for combinations to further narrow down a search.  For starters:  PVP, Construction, Mining, Industry, Market, Vehicles, Planets, Space, Tools, Weapons.
     
    Combine PVP with planets to look for planetary PVP ,construction with planets for planet side base building or vehicles with construction to talk ship building.  
  11. Like
    NQ-Naunet reacted to personality_matrix in Megathread: TwoAngryGamers Interview   
    Please ask this question: Will and when will we get recycling elements & honeycomb to base elements? Will there be a nerfed amount (not 100% of build input vs recycle output)? How will this play with damaged element mechanics on the way?
     
    Secondary questions: Are any changes coming that will interfere with currently built stacked L core space elevators? For instance, will stuff built > 1km atmo be limited to tile owner? Will stuff > 1km be vulnerable to attack without considering territory warfare when atmo pvp is turned on?
     
    Will there be an API released to let us access ship kill information such as winner(s) and loser, elements/honeycomb lost, POS in game (or something like nearest planet so its not too revealing), orgs each player involved belongs to, etc?
  12. Like
    NQ-Naunet got a reaction from le_souriceau in Forum Overhaul!   
    I personally love forums and find them quite useful. They're the perfect spot to house (and organize) information long-term.  

    Discord is obviously great for quick, real-time communication. When NQ had fewer community team members, it made sense to spend more time in a space where announcements could be pushed and reacted to quickly - especially with the game in Beta now, being able to gather player insights immediately is extremely useful to the devs.

    Forum communications take a bit more time to thoughtfully write and need, to some degree, to be planned in advance. Now that there are more community-focused staffers, adequate time can be spent planning out posts, organizing the information and engaging with everyone here properly. ❤️ 

    Hopefully that makes sense!

    - Edited to say: SpaceMom can't be everywhere at once! (Even if I do regard her as some kind of community super woman!) I'm happy I can now split her duties with her! -  
  13. Like
    NQ-Naunet reacted to Bobbylord in Salvaging - Nerfed as a casualty or by intention?   
    Done: 
     
  14. Like
    NQ-Naunet reacted to Bobbylord in Make The Scavenging/Salvaging "Profession" Worth The Time   
    As pointed out by NQ-Naunet in 
    I'm posting this suggestion/idea here in the Idea Box section:
     
    When a player crashes their ship in a way so that the core gets destroyed (essentially any core that gets destroyed in any way), said ship (construct) should be salvageable by any other player anywhere in the universe (all planets, moons and in space). With the _exceptions_ being:  - On Sanctuary (and sanctuary like moons added in the future) - cause it's the "safe zone" by definition and a place were no bad things should ever happen to you  - Within the wider "safe zone" (as announced by JC in recent interviews - obviously also on "safe planets/zones" in solar systems/galaxies/universes added in the future) - namely Alioth, Thades and Madis - nowhere but on tiles owned by someone else (another player or an org you are not a member of) and which are not owned by NQ/Aphelia (markets and such) Requiring players to "abandon" a destroyed construct/core manually is not emergent gameplay and should not be required for constructs with destroyed cores in order to make them salvagable.  
    Bobbylord on behalf of the hopeful Scavengers Community
  15. Like
    NQ-Naunet got a reaction from Ater Omen in Lua Museum Submissions   
    Good afternoon, everybody!!

    If you (and/or your Org-mates) are a fan of Lua and you've used it to breathe life into a creation you're dying to show off... now's your chance.  

    For a chance to be featured in our Lua Museum (ooooh, ahhhh!), please submit your builds using the handy dandy form we've put together. 

    ? Click HERE to access the form! ?

    Thank you for taking the time to check this out, and happy building!! We can't wait to review your submissions.

    ~ NQ-Naunet

    For those not in-the-know, Lua is a lightweight, high-level, multi-paradigm programming language designed primarily for embedded use in applications. This video contains more information about the ways in which you can use it in DU!
  16. Like
    NQ-Naunet got a reaction from Bobbylord in Salvaging - Nerfed as a casualty or by intention?   
    To start, I think this is the easiest thing to tackle & clarify - based on player feedback, I'm in the process of revitalizing the Idea Box here in the forums. I encourage you to place any ideas you suspect were removed from Feature Upvote here instead. (You may have already done this! If you have, send me the link to your post and I'll stick it in my notes ASAP.) ?

    Now that I'm dedicated to checking on the forums daily, you'll absolutely be seen/I will pass the ideas along! (Plus, selfishly... I like being able to organize ideas here where they 'live forever' if that makes sense. Feature Upvote doesn't give me that kind of organization/storage capability.)

    If I had to guess, I would say that your submissions were removed because changes to scavenging were recently made, therefore bumping it down in terms of priority. That doesn't mean it will never be revisited, and it certainly doesn't mean you're being rejected. (Another reason why I'd like these ideas to live here permanently. I can re-surface them as many times as I need to once I sense that a topic is re-emerging priority-wise!)

    So as a final recap to this point, my gut says that we should:

    1) use Feature Upvote first, but if you notice your submission isn't posted within 48 hrs,
    2) utilize the Idea Box here so that nothing important is lost. (Being mindful that I can't make any guarantees, but this will help me 'go to bat' for all of your ideas long-term.)
  17. Like
    NQ-Naunet reacted to Bobbylord in Salvaging - Nerfed as a casualty or by intention?   
    Hey NQ-Naunet,
     
    first of all, sorry for addressing you the wrong way. I'll do my best to remember
     
    A very big yes to 1), not sure about 2) and absolutely on 3). I figure most, if not all of the participants in this thread understand the difference between the artificial salvaging event with wrecks spawned out of thin air and actual player constructs which have been crashed and/or abandoned. 
     
    Regarding 1) - there is (was) a community of players making a living of Scavenging (salvaging wrecks of player constructs) until a few weeks ago (me included). There were almost infinite amounts of crashed and salvageable player constructs all over the place. That feeling when you make radar contact to a crashed player construct with destroyed core, get closer, identify it and see that there is actually more than just a core... priceless. A couple examples:
    - https://www.reddit.com/r/DualUniverse/comments/jjmokh/to_the_pilot_who_crashed_locobus_with_gold_in/
    - Streamer who used to focus on scavenging: https://www.twitch.tv/sku11face_ (he used to stream multiple hours daily from his scavenger hunts and has hangars full of salvaged elements from player constructs)
     
    Sadly though, about a couple weeks ago we noticed that almost all crashed ships we stumbled over were no longer "abandoned"/salvageable. That's also when the discussions and rumors about a "stealth" change started to spawn on reddit, DU discord and on streams of players who used to go scavenging regularly. I also noticed it myself - my usual "hunting" grounds dried up and most of what can be found and salvaged now are essentially empty cores or cores with bugged fuel tanks attached. Not even worth looking for anymore considering fuel and time invest.
     
    There is obviously the alternate option that out of the sudden, within just like 12 hours about two weeks ago, all the players who crashed their ships did no longer click "Abandon Construct" (and we have to assume they all did that before). But that seems rather unlikely.
     
     
    Regarding 3) - Yes, this is a sad story. Upvote is currently, besides trying to get NQs attention on Discord and the forums (both of which do not seem to work/be the right place to get the attention of NQ and start a proper interaction - so far), the only and obv right place to try and get heard by NQ as a minority group of/in the community. Hence why I chose to suggest this game design suggestion (as outlined in the first post inn this thread) on upvote - twice. And twice, as you know, it was deleted without any feedback even though there are no "duplicates" going into this direction at all. Not even getting the chance to make the communities interest in the scavenging "profession" transparent by giving us the chance to vote for it in the system designed and meant for exactly that is, well, saddening. Saddening to a point where I start to wonder if it was the right decision to fund NQ and DU via Kickstarter in 2016 (imagine spending hundreds of Euros to support a company and a vision you believe in just so that they can ignore you and the community you identify with once they have your money).
     
     
    Let's get the discussion started
    Bobbylord
     
     
  18. Like
    NQ-Naunet reacted to Anderson Williams in PVP Changes - The Round Table   
    So i have been pushing for weeks-Months for NQ to have a PVP round table with those of us who PVP so we can really try to assist in helping pvp foster and Grow. Mostly ignored, whatever I trust JC/Entropy/NQ are doing the best they can. And I am aware the rules for the IDEA box is one idea per thread but this would take like 8 threads so consider this an IDEA for pvp balancing. After Entropy's Interview with Spreeezy, a GREAT interview I felt more excitement over the coming potential changes to PVP. Changes that make sense, changes that will inspire diversity in pvp.. and punish the 'Build Space filler' type construction. This is logical and more accurate, the thiccer and bigger a bebe the easier it is to hit it.

    Anyways..

    Entropy raised a good concern, and one we should all be leary of, how to prevent the L core and Medium cores from just being the end all be all for pvp. Ideally a Fleet of Large Cores would be the maximum fleet you would field, but it makes little sense for them not to have support. Its the equivalent of having a Capital Fleet in Eve that can do it all. That shouldn't be the case. The equation is simple...

    The larger it is, the Worse it Preforms... But the more powerful. With the Opposite being true.

    For instance, Large weapons should preform like Battleship weapons. They should gain labels, attributes, even Designs that suit that function.
    - Large Railguns, should have worse tracking than they do now, and a MUCH slower rate of fire. The larger the gun, the slower the rate of fire. But the Damage should be catastrophic. So for instance, if a Ship is flying, lets say a Small Core with low crossection at say 5,000km/hr at a high transversal... the Large Railguns should almost NEVER be able to hit it. Other variables like overall distance, speed of the ship firing the weapon, and so on would be taken into effect. The further/closer having a modifer for the ability to hit the ship, sort of a Sweet spot.
    - Missiles should focus more like Torpedos, with horrific tracking, that basically are only best fired at a target of large or Medium Core size. The launchers would be Labeled, like Capital Torpedoes or whatever. They have a super small magazine, maybe starting at 1 and expanding to 4. These weapons would have a SUPER long reload, but if that torpedo hits... its devistating. They would LOOK like torpedo launchers, not just a bland size edited missile launcher. Instead of having Mediums be smaller Torpedo launchers, have them function more like Cruise missile Launchers, with a Look to match. Lower yield than L weapons, maybe a larger magazine, and say longer range, better tracking but just don't pack anywhere near the strength of the Torpedos. Small missiles could be more like anti-S/XS core weapons. Large cores could use these as an attempt at PDWs, while XS/S do the same thing with the missiles. Larger magazine, reasonable range, but less damage. Tracking would be MUCH MUCH Higher. XS missiles would function almost like 'dumb firing rockets'. Obviously lock and fire but with a tiny window to hit, and a large window to miss. They would look and function the part.
    - Lasers same thing, some super powerful low damage radius, but extreme damage area that functions as a Cutting laser or something to that effect. These weapons would serve some sort of purpose that they just dont now.

    These sort of changes are just related to L weapons, but they would continue down the line. Cannons would function like HUGE heavy Cannon type weapons with incredible damage at close range, but you would have to time, pick your shots because of reload. Where as XS cannons would be like Vulcan Gattling guns, that serve a role.. anti-XS close range weapons, with magazines and function that SUITS the part. These XS would be almost fixed weapons, for the missiles, railguns, lasers as well. Ships wouldn't just orbit or joust, they would line up to fire at each other. The tactics associated would be so much more effective. These changes balance weapon systems to make a more dynamic role for weapons and combat tactics. It won't just be XS cube wins all, because XS cube will be IMMENSELY easy to hit and kill. And large/S/M core cubes would have the same issues, especially if ships have to balance fitting/power grid between engines/shields/weapons.
     
  19. Like
    NQ-Naunet reacted to Olmeca_Gold in Ancient Relics: Low Development Cost Idea to Generate Exploration Play ASAP   
    Idea:

    Use a system similar to surface mining to create a class of respawning items (e.g. Ancient Relics) collectible with the gathering tool. Then add bot buy orders for these items.
     
    Why:
     
    DU has great potential for exploration gameplay. People should be motivated to move around. Planets, moons and other things in the system are already beautiful at this early state, waiting for players to roam around. But a balanced exploration gameplay should rely on sustainable rewards. The wrecks do not really cut it. They are exciting but really rare. It is not possible to motivate people for a reliable income if they took 1-2 hours of they time. And they will eventually be gone. Meanwhile, daily rewards are a bad way to keep seeding quanta into the economy. That money could be used elsewhere as rewards to motivate players do fun things. Thus we need Ancient Relics (or whatever NQ wants to call them).
     
    Feels to me that this type of play can be created at a significantly low development cost. It could start as simple, sparse, respawning nodes that can be sold to bots as described above. But it can also be built upon. NQ can eventually create variation between relics. Some more expensive, some cheaper. They can place them in space as well. Some actual reason to visit the rings of Thades. Some of these space relics could even take hours to extract, creating a PvP-conducive situation. Could even build a puzzle minigame around them. All that can take a lot of time. But it can begin with the simple, low cost version.
     
    How could they be balanced?:
     
    - They can be at the right window of rarity/value.
    - They can take time to extract.
    - They can respawn in a rate that guarantees X amount per planet/moon.
  20. Like
    NQ-Naunet reacted to elizaroff in Mini PvP tutorial on start   
    I wold want see serial mini games whith simple bots for understanding : firings, radar works... simple attack taсktics and escape))
  21. Like
    NQ-Naunet reacted to Olmeca_Gold in Warp Disruption Area Generators (Bubbles)   
    A sandbox can find a balance between the interests of the prey and the interests of the pirate. In such a game you won't lose your 3 days of effort every single time, but very rarely. You will have opportunities and counterplay to avoid pirates.
     
    There is no point in discussing whether piracy should exist in DU. You can prefer game with minimal PvP. But NQ is publicly going the other way. I think they are 100% right that's the better direction for what DU can be.
     
    Lastly, I wouldn't talk about what's currently popular in a game this early in beta. PvP is too primitive to be widely popular. That doesn't mean a good PvP system wouldn't be central to a popular Dual Universe.
  22. Like
    NQ-Naunet reacted to maxZZzzz in Conveyer Systems   
    Since my first post about that a couple of years ago alot has changed. I really really like how crafting is basically as complex as in factorio!! Awesome.
     
    What I would like to see at some point in the future would be physical conveyer systems or tube systems. It would allow for some interesting game mechanics and beauty.
    I think it is not so important if you can see the items wiz around. It would be cool but there are other things that are realy cool about them.
     
    * Conveyers need Space
        * you have to plan ahead if you want to expand
        * you can not so easily repurpose a factory
        * you can design factories that focus on easy refitting
        * you have to think about how you wanna connect stuff in an efficient way
        * there would be factory module blueprints for cetrain production chains with specific modular layouts
    * Conveyers can be destroyed
        * ships would have to be designed with weak spots in mind
            * how does the fuel get to the engines
            * how the amunition to the turets -> do the guns shoot faster than the supply? build small cargo caches?
            * how the power to everything
            * how does information flow (lua control systems) an how do programs compensate for malfunctions
     
    All this could be had by just adding one basic mechanic: the need of packets (items, power units, bits etc.) to traveling along a physicaly defined path (the conveyer) that is breakable and throughput limited.
  23. Like
    NQ-Naunet reacted to Olmeca_Gold in More Granular RDMS for Build Mode Rights   
    Idea: Add 20 more rights to RDMS system for each build mode tool and it's negation (the alt key). Perhaps add an expanding menu to keep rights UI simpler.
     
    Why:  A good sandbox game is one where cooperation and organization among players is rewarded. With respect to industrial complexes, the game is already struggling with making teamwork necessary, let alone encouraging it. Current RDMS system is one reason why teamwork is discouraged. Mega factories take a lot of time to build, and build right to delegate building. The build right is too powerful right now. Someone can scoop your entire factory and go with it. We'd want new recruits to work on the large factory projects. But trusting one of your legates let alone a new recruit with your 150+ hours building the thing is impossible.
     
    Now, if we could limit some rights while handing out some, that would solve at least the discouragement. Perhaps we want people to be able to add machines and links, but not remove them. Perhaps we want them to add and remove machines, but keep cosmetic the voxel-work intact. Perhaps we want them to just link everything we put down. The new granular system would allow us to at least trust more people with mega factories. This would make teamwork on factories at least possible, then NQ can focus on making it rewarding as well.
     
  24. Like
    NQ-Naunet reacted to Bobbylord in Salvaging - Nerfed as a casualty or by intention?   
    Well, NQ-Naunet said he was looking into it and replies here in this thread on the board. That was yesterday. Let's see if/when he finds the time to reply.
     

  25. Like
    NQ-Naunet got a reaction from Davian_Thadd in Lua Museum Submissions   
    Good afternoon, everybody!!

    If you (and/or your Org-mates) are a fan of Lua and you've used it to breathe life into a creation you're dying to show off... now's your chance.  

    For a chance to be featured in our Lua Museum (ooooh, ahhhh!), please submit your builds using the handy dandy form we've put together. 

    ? Click HERE to access the form! ?

    Thank you for taking the time to check this out, and happy building!! We can't wait to review your submissions.

    ~ NQ-Naunet

    For those not in-the-know, Lua is a lightweight, high-level, multi-paradigm programming language designed primarily for embedded use in applications. This video contains more information about the ways in which you can use it in DU!
×
×
  • Create New...