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PuzzleScript – an open-source HTML5 puzzle game engine

puzzlescript.net

21–28 of 28 posts

Re: PuzzleScript – an open-source HTML5 puzzle game engine

#21
post #8

> PuzzleScript allows you to express this succinctly: > [ > Player | Crate ] -> [ > Player | > Crate ] I'm sorry. This just isn't succinct. You've immediately lost me. The idea is nice, and perhaps it works well within the realm of puzzle-specific scripting, but there's nothing here for a casual reader to interpret.

>...perhaps it works well within the realm of puzzle-specific scripting, but... Yes, it is literally named "PuzzleScript". Also, if you continued reading, you'd find it is succinctly explained.

Okay, well maybe I've forgotten the definition of "succinct."

> briefly and clearly expressed

Brief, sure, clearly expressed? Absolutely not. There's more to puzzles than moving things around.

    [ > Player | Crate ] -> [ > Player | > Crate ]
This isn't succinct. This is brief. Puzzles, and games in general do more than move things around. So, if I wanted something to turn into a different item, where's the syntax for it?

There doesn't seem to be any.

The syntax is seems to be for moving things. Okay. What if I want something to slide over multiple tile spaces? Where's the syntax for this?

There doesn't seem to be any.

What if I want the item to progressively become more difficult to move, say for instance if I'm moving a snowball. Where's that syntax?

There doesn't seem to be any.

So, in short, an entire syntax has been developed for one feature: movement. And it doesn't do it well. Why would I use this?

Re: PuzzleScript – an open-source HTML5 puzzle game engine

#22

> PuzzleScript allows you to express this succinctly: > [ > Player | Crate ] -> [ > Player | > Crate ] I'm sorry. This just isn't succinct. You've immediately lost me. The idea is nice, and perhaps it works well within the realm of puzzle-specific scripting, but there's nothing here for a casual reader to interpret.

Looked fairly succinct to me. Can it be shortened any further? I had a play around with this engine and found it quite fun in itself. Actually I would hope you are trolling. If not, you definitely need to re-evaluate your choices as this may just be one of many opportunities for fun you are actively ignoring.

I work on game software for hobbyists and I think I make a fair point here. It's not overly critical, and I address some basic concerns above. It's nice software, but perhaps making a generous statement about its syntax.

Re: PuzzleScript – an open-source HTML5 puzzle game engine

#23
post #4
post #3

This puzzle game engine was written by Stephen Lavelle, who may be best known for Stephen's Sausage Roll. Here's Sokogoban, a cute recent game made with the engine: https://www.puzzlescript.net/play.html?p=8726ac1f3addfe42cc5... I recommend clicking the "hack" link at the bottom to see the code for the game.

Another tricky one by Stephen: https://www.puzzlescript.net/play.html?p=bf3272fd7b73c43acb4...

that gave me a bit more trouble than the go one

Re: PuzzleScript – an open-source HTML5 puzzle game engine

#24
post #8

Earlier quoted context omitted.

>...perhaps it works well within the realm of puzzle-specific scripting, but... Yes, it is literally named "PuzzleScript". Also, if you continued reading, you'd find it is succinctly explained.

Okay, well maybe I've forgotten the definition of "succinct." > briefly and clearly expressed Brief, sure, clearly expressed? Absolutely not. There's more to puzzles than moving things around. [ > Player | Crate ] -> [ > Player | > Crate ] This isn't succinct. This is brief. Puzzles, and games in general do more than move things around. So, if I wanted something to turn into a different item, where's the syntax for i…

So, if I wanted something to turn into a different item, where's the syntax for it?

    [ >  Player | Crate ] -> [  >  Player | > Rock  ]     
What if I want something to slide over multiple tile spaces? Where's the syntax for this?

    [ >  Player | Crate | ] -> [  >  Player | | > Crate ]
What if I want the item to progressively become more difficult to move, say for instance if I'm moving a snowball. Where's that syntax?

You'll have to explain what "more difficult" means to answer that one!

Re: PuzzleScript – an open-source HTML5 puzzle game engine

#25
post #8

Earlier quoted context omitted.

>...perhaps it works well within the realm of puzzle-specific scripting, but... Yes, it is literally named "PuzzleScript". Also, if you continued reading, you'd find it is succinctly explained.

Okay, well maybe I've forgotten the definition of "succinct." > briefly and clearly expressed Brief, sure, clearly expressed? Absolutely not. There's more to puzzles than moving things around. [ > Player | Crate ] -> [ > Player | > Crate ] This isn't succinct. This is brief. Puzzles, and games in general do more than move things around. So, if I wanted something to turn into a different item, where's the syntax for i…

On the off chance that you have a genuine interest in knowing the answers to your questions, and are not grandstanding, I will answer.

First differentiate between the syntax and the tool. This isn't a tool that supports every possible game. It is designed for creating movement-based puzzle games. Though it can support many others, that is its focus. You can certainly stretch it to do Tetris or Threes, but probably not Mario.

If you are involved in game technology, it is a masterclass in supporting a very large (but still restricted) class of games in a very small tool set.

So, specifics:

> if I wanted something to turn into a different item

    [> Player | Box] -> [Player | Contents]
assuming you open your box by moving into it, or

    [Action Player | Box] -> [Player | Contents]
if you want to press the action button.

> What if I want something to slide over multiple tile spaces

    [ > Player | Crate ] -> [ > Player | > Crate ]
    [ > Crate | no Wall ] -> [ | > Crate ]
The first line says moving into a crate sets the crate in motion. The second line says it keeps going until it hits a wall.

> if I want the item to progressively become more difficult to move

What does it mean to become more difficult, given that moves are atomic actions? (Back to the restricted domain of this tool.) But, for one possible design, we can do:

    [ > Player | LightObject ] -> [ > Player | > LightObject ]
    [ > StrongPlayer | LightObject ] -> [ > StrongPlayer | > LightObject ]
    [ > StrongPlayer | HeavyObject ] -> [ > StrongPlayer | > HeavyObject ]
Regular players can move only light objects, strong players can move either.

The ethos of the system is that to change state, you change object type. This is less restrictive than it sounds, because it is possible to layer objects. But it is still restrictive. And deliberately so.

> it doesn't do it well.

Based on the calibre of people who have used this, including for the rule development and level design for decently successful commercial indie games, it might be worth entertaining the notion that it might just be you. A more constructive and educational alternative might be to try and specify the same sophistication of rules in a more succinct syntax.

Re: PuzzleScript – an open-source HTML5 puzzle game engine

#26
post #3

This puzzle game engine was written by Stephen Lavelle, who may be best known for Stephen's Sausage Roll. Here's Sokogoban, a cute recent game made with the engine: https://www.puzzlescript.net/play.html?p=8726ac1f3addfe42cc5... I recommend clicking the "hack" link at the bottom to see the code for the game.

Thanks for the link, that's really awesome!

Re: PuzzleScript – an open-source HTML5 puzzle game engine

#27
post #20

Earlier quoted context omitted.

I don't use their platform and I'm not much of a gamer, but one criticism I read online is that they intend to police their platform more heavily than Steam. The creator criticized Steam's game policy on Twitter [0]. Of course, it's their platform and they can do as they please, and if you share their views then you might view this in a positive light. If I were involved in that community I'd have some concerns of ru…

Hey, thanks for replying. There was a lot of interpretation of my tweet that wasn't true, I posted a follow up: https://twitter.com/moonscript/status/1004802016252551173 We don't "intend to police," our moderation policies have never changed.There's a lot of weird stuff on itch.io that will always have a place. We don't want hate speech on the platform. It's easy to have a gut reaction of supporting free speech witho…

Hi leafo, thank you for taking the time to write a response to my comment, I genuinely appreciate it. I received a couple downvotes for my comments and I was a bit down about that, but I think your response is very reasonable.

Like I said, I'm not much of a gamer, but your response makes me want to give your platform a try. I think if you're willing to have an open discussion about something for which the outcome might be unknown, things are going well. I certainly wouldn't make any claim to know what the kinds of barriers and limits we should have might be. And I totally understand that it can be very challenging to manage and weight all factors. Realistically, you might get some stuff right and wrong at times. We're only human, after all.

Having been in the tech industry for a few years, my big piece of advice would be to try and be as open as possible. I always find it incredibly frustrating when companies try to cover things up (not accusing you of doing this in the slightest). I think as long as you communicate openly with the community, everyone sensible will see that and be willing to take the time to dig into things.

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