I recall trying a few mods that made Kerbal Space Program programmable so you can automate your rocket (Some have used it to make SpaceX-style reusable boosters: https://www.youtube.com/watch?v=sqqQy8cIVFY ), and mods that provided a domain-specific language were more convenient than mods that used an existing conventional programming language. However the kOS language was still ultimately an imperative script, and t…
> I could imagine RTS style games or mods where you not only have to scavenge for resources, you also program your bots to do your bidding, like Dwarf Fortress with programmable drones instead of independently-minded Dwarves. Sounds sort of like Screeps [1]. It's an MMO game where you write scripts in JS to control different robots (so, not logic programming, but still pretty fun with lots of depth). Parts of it are…
While I haven't played it yet, the only thing that worries me is the tick rate. The trailer videos all use the history replay feature so as to appear real-time, when in actuality you're talking a simulation tick rate of anywhere from 1hz (private server) to something like 0.25-0.5hz on regular/MMO servers.
A normal RTS would probably sim in excess of 25hz, though Supreme Commander sims at 10hz and is perfectly fine.
While the idea is fantastic, it kind of sounds like it's a bit similar to watching paint dry in practice.
(Please correct me if I'm wrong; going off of Steam reviews alone here.)