if written bits and peices of an fps script in lua. one was a 2d-ish map format it works kinda like doom. you have 2d polygons defining walkable areas and a height value, and places where they connect. it determines what polygon the player is at and sets the height by the height value. the player can walk around anywhere inside the polygons. right now i have the code in another interpreter with a 2d representation of the system. and it works.
the main hold up is actually an issue of modeling. i figure the best way would be to model a bunch of corridor models and rooms as subsystems of a model. probably be best to make a library of them, all with similar connection points all the same size. and corridor models that fit it. import those models into max or whatever and connect them, then export. you would probibly detail box them as kind of a porthole system. doors could also be subsystems that are animated. a script (maybe sexps) would have to be used to open and close them when the player approaches, hits a button, ect.
i also plan to make it possible to walk on a moving object, so you can play an fps on the ship that is moving or in battle. i plan to expand the cockpit features im working on so i can set up stations on the bridge, turrets, docking bays, or anything else, that you can use to control the ship or its subsystems. when you get near the station or activate it or whatever, you then get control of all the things that station can control.
the only thing i dont have is a character animation system. i dont see why one cant be done with scripting. still theres the issue of modeling, and if this whole thing breaks collision detection.