A New DSL for Games

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10 comments, last by ApochPiQ 12 years, 8 months ago
Consider me skeptical. If it only takes a week to learn enough syntax, debugging and program design skills to create even space invaders, the language is essentially space invaders already.
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There is an inverse relationship between power and ease of learning. The more capable your language is, the harder it will be to learn and master, by nature; and the easier it is to learn and do things with, the less capable it will need to be, by necessity.

You also have a steep limitation on what you can practically do by yourself and with limited time. Since you've already decided to settle for limited scope (2D games), you may as well make a couple more tradeoffs and make the whole thing a lot more feasible. For instance, why not make a simple system like the Game Maker type applications of old, where people can draw their own simple sprite art and make basic platformers or top-down games using simple settings? Lean towards a visually-oriented, minimalistic (but flexible) framework, and leave programming out of it entirely.

The problem is that programming is not something you can "learn" in a few days, and that has nothing to do with programming languages themselves. The very process of controlling a machine via exactingly precise commands is not something that comes naturally to people. Even the most talented programmers I know of took at least several months to get to a point where they could write simple programs and games, and that was again mostly the process of learning how to program more than the process of learning the language(s) involved. Learning to be a good programmer is at least a ten year job, no matter who you are, and no matter what tools you use.

If you're really interested in helping people make simple games fast, then eliminate the middleman. There's no need for complex programming to make a game if your tools are powerful enough. Hell, look at engines like Source - you can make entire games with all kinds of cool puzzles, moving parts, animation, whatever without touching a line of code.

IMHO that's the route to take.

On the other hand, if you want to learn how to make a programming language, just make a programming language and do it right. Trying to make an easy-to-learn language is not the place to start; it's akin to trying to make an easy-to-fly airplane just because you play a lot of flight simulators. Using and making a programming language are very different activities, and you need to be very good at both using and making them to understand how to make them easy to use... if that made any sense at all :-)

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