Earlier quoted context omitted.
So you are not accepting the challenge then. Sounds like you are over thinking or over scoping the problem.
or just keenly aware of their own strengths, weaknesses, and time budget for this? the leap to “over scoping” is wild.
Langjam Gamejam: Build a programming language then make a game with it
41–50 of 60 posts
Re: Langjam Gamejam: Build a programming language then make a game with it
#42Re: Langjam Gamejam: Build a programming language then make a game with it
#43Re: Langjam Gamejam: Build a programming language then make a game with it
#44I've been wondering about this for some time, that how there really isn't a language that's made from the ground up just for coding gameplay logic. Like we have SQL for databases, Julia etc for maths etc, but gamedevs still have to plod along in general-purpose languages with archaic conventions established 50 years ago by people who had nothing to do with games. I'd love something with the syntax of GDScript and the…
I've actually spent the past 3 years making Easel ( https://easel.games ) specifically for gameplay logic. It's got behaviors as a first-class language construct, ownership and context is implied hierarchically, it's concurrent and event-driven to match how game worlds work, and the multiplayer is automatic because it's built into the fabric of the programming language. It also feels like a declarative language becau…
That's a hard sell
Re: Langjam Gamejam: Build a programming language then make a game with it
#45Re: Langjam Gamejam: Build a programming language then make a game with it
#46What if you've already been working on a language for a while and want to use it instead of making a new one just for this?
Re: Langjam Gamejam: Build a programming language then make a game with it
#47Seems ideal for those grumbling about Advent of Code’s shortened schedule this year.
Re: Langjam Gamejam: Build a programming language then make a game with it
#48What is a minimal-ish programming language that could be used to express some interesting class of games? It's easy to think of pathologically trivially useless "languages" that could "make a game". E.g. the single instruction language where the instruction P is defined to mean "execute a game of pong". Or a zero instruction language where the empty program is defined to mean "execute a game of pong". Also easy to th…
Re: Langjam Gamejam: Build a programming language then make a game with it
#49This is not as hard as it sounds as long as Forth and Lisp variants qualify. You can write a basic Forth or Lisp interpreter in a day.
Re: Langjam Gamejam: Build a programming language then make a game with it
#50I've been wondering about this for some time, that how there really isn't a language that's made from the ground up just for coding gameplay logic. Like we have SQL for databases, Julia etc for maths etc, but gamedevs still have to plod along in general-purpose languages with archaic conventions established 50 years ago by people who had nothing to do with games. I'd love something with the syntax of GDScript and the…
There are many that are specialized for different uses in games, such as: - ZZT-OOP - MegaZeux Robotic - ZIL - MESH:Hero - Free Hero Mesh - Super ZZ Zero - OHRRPGCE HamsterSpeak (There are probably a lot more that I had missed) All of these are specific to the specific kind of games being made with them, though; different kind of games will require a different kind of logic. MESH:Hero is specific to a specific kind o…