C++ probably isn't going anywhere for core game development. Big parts of games today are written in other languages, like Lua, python, C#, Java, Javascript, that are more productive and can sacrifice top-tier performance where they are used to glue together low-level parts of the engine, implement game logic, and scripting events. D is interesting, and among those you listed is probably the only viable option to usurp C++'s role in game development -- but its young, doesn't have broad support, and doesn't have the momentum or legacy that C++ has.
At the same time, C++11 in a lot of ways makes C++ itself more productive, and it may actually reclaim a little bit of ground from the productivity and scripting languages. If your interest is in writing the low-level systems of AAA games (rendering, memory management, task-systems, AI building-blocks), then C++ is a necessary skill, and perhaps D might someday be viable. For gameplay things and non-AAA games, C# and Java are common, and Javascript, LUA, and python are viable in their own environments (Web Browser, Love2D, pygame, respectively), and are a good skill to have.
The other scenario that C++ excels at is cross-platform logic. If you write your android game in Java, or your iOS game in Objective-C, or your Windows Phone game in C# its difficult to port to the other platforms -- but all of these platforms support C++ in some way. The common pattern for cross-platform mobile games is to write the engine in C++, using something like LUA for scripting and maybe gameplay code, and then the platform's preferred language to deal with "platform stuff" like User Interface, filesystems, networking, and input.