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Langjam Gamejam: Build a programming language then make a game with it

20 pointsby birdculturetoday at 3:57 PM17 commentsview on HN

Comments

kderbymatoday at 6:42 PM

I have been doing something minor - not full language - but I am working on a couple DSLs for my game engine. The games themselves are interpreted by my engine console - then transpiled to webgl and JavaScript.

The DSL is for cutscenes and scripting dialogues and movements and transitions.

The idea was to have a screenplay like language that would run in my game engine so I can write the scenes like a script instead of like code.

Then I am using a LUA like subset for the core game logic.

I don’t think I would want to have the entire thing written in a custom language though, as that seems unnecessary

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munificenttoday at 6:57 PM

Oh my God, someone has discovered my kryptonite.

azhenleytoday at 7:34 PM

I’m going to blog about whatever I end up building. I hope some of you will join me :)

amaranttoday at 6:09 PM

Holy cow the diversity of skill sets required to do this is insane. I'll be very impressed at any Devs who takes this on solo.

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macintuxtoday at 6:35 PM

Seems ideal for those grumbling about Advent of Code’s shortened schedule this year.

Razengantoday at 6:24 PM

I'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 features of Swift, with special constructs just for gameplay logic, which is often a hybrid between inheritance and composition, static and dynamic, declarative and imperative.

I've been toying with what would be the ideal syntax (for me), but I don't have the brains to actually make a language :')

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