@Nack: OOP really shines when it comes to manage concrete entites, such as NPCs adn the like. Just as an example, you can have a base TEntity type, a TEnemy type derived from it, a TPlayer type, a TTroll type derived from Tenemy, end so ona, everything forming a natural hierarchy. Behaviour can then be written in terms of methods of these types. In particular, the "Update" function I was talking about would then become an "Update" *method*, and in your main loop you would loop over each entity and call their "Update" method in turn.
The blitz3d's famous "INCLUDE" command LOL. Can your script include other script and stuff?
Yes, it's supported. As GW suggested, you should really have a look at the documentation, there is a manual dedicated entirely to the script language.
Also, we often include some third party dll (fastlibs, winblitz3d etc). can your script handle it?
If you can call the function from your host application, you can make it available to scripts. In Blitz3D it means that what you have in the .decls file, you can put in the command set file, and that's about it. The blitz3d's famous "INCLUDE" command LOL. Can your script include other script and stuff?
How customize can I get with it?
You can add menu entries and the like. When you're ready to customize it, you can ask for precise information and help on the forum. Also, does it support unicode?
No, the editor doesn't support it (yet). Making it support unicode should be relatively easy for me I guess, but scripts source files don't support Unicode anyway. Note however that it doesn't mean that Unicode is not supported at all: scripts strings are unicode, so you can share unicode strings with the host application. But this, too may change : I'm thinking to support UTF-8 in source files (so that you can directly type unicode strings in your scripts), the priority I give to this will depend on the demand.