So for a variety of reasons I've found myself looking into unusual or even novel models of scripting for implementing gameplay logic. Most models seem to draw heavily on imperative programming with a little bit of extra sauce of various flavors, depending on the framework.
FormulaEngine is a homegrown approach to creating gameplay logic. The elements are simple and yet highly composable, meaning it is easy to build complex logic systems that do pretty much anything. My goal is to minimize the amount of bindings needed between the scripting core itself and the C++ side of the game engine, something that I think I've accomplished at this point.
You can see the complete project on GitHub along with a simple "MUD engine" that supports rooms and items. I'm continually working on this so expect more features to pop up in the coming weeks.
I'm interested in feedback on this system on a number of facets:
- Does the approach seem sensible? Do you foresee awkward limitations or bottlenecks in the architecture?
- How intuitive is it to extend the logic of FormulaMUD?
- What sorts of improvements would you make to the system to make it appealing for actual use?
- Is the approach overall something you think you might experiment with?
Thanks in advance.