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Glass_Knife

Interactive Prototype Environment

11 posts in this topic

The big problem with this kind of tool is that it is not language agnostic by any stretch of the imagination.
 
 
If you're building a HTML5/JS game, sure, a REPL-like prototyping system is amazing. Engines like Unity try to get close, and succeed in some areas better than others. But if you ultimately want to work on a game in C++, you basically end up having to throw away your prototype and rewrite it instead of just refining it until it reaches the desired quality level.


We really need advances in live-edited languages first, so that we can have the infrastructure for doing things like live-edit game development. It really isn't practical to try and build a live-edit toolkit on top of a language/library/engine structure that fundamentally only believes in compile-and-run.
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We really need advances in live-edited languages first, so that we can have the infrastructure for doing things like live-edit game development. It really isn't practical to try and build a live-edit toolkit on top of a language/library/engine structure that fundamentally only believes in compile-and-run.

 

I figured this was the case, but it seems like such a great way of working, I was hoping I missed it somewhere.

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You may want to try and look at Frogatto. It's a GPL game and costs $10 but used to be free so you can probably find a free version for your OS (the game is very cross platform).

You can edit script (custom language called FFL) code, place/remove tiles (with autotiling support), change sprite sheets and selected sprites from it, see how game will run after the edit (like Bret Victor did, the character is shown in a blurred trial that shows progress over time - see videos) and even add and remove shaders and set their uniforms. All at runtime, with game still running or paused (you can control the time as well).

Here are a few videos:

https://www.youtube.com/watch?v=ri614C_Buwg

https://www.youtube.com/watch?v=-32SFFbaeJg

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I've been thinking about this quite a lot in the last few days.  I think making your game as "live" as possible could really open up some possibilities.

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It does.
 
I hinted at some of it here but the bottom line is that anything you can do to tighten the iteration loop is very, very powerful.

 

The good new is that I've been doing all this stuff in Java, so embedding a web server will be easy.

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Wow. Going to get on the laptop and play with it right now. It reminds me of the Codea app on the ipad.
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Yeah, I was really upset when I searched for something that did this and didn't find anything.  I think for an environment for making game prototypes to search for fun ideas this is the way.  

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I have found a very useful way to make 2d game prototypes (and would even prefer to use it to make games).

I use the iPad and an app called GamePress. It looked childish at first, but the possibilities of it are just about equal to GameMaker.

I wish there were a 3d engine that I could use to protype 3d games as easily, so I am having to use an engine called Maratis3D to make my own library for helping prototype a game easily (a lot more work).

I do think Maratis could be made interactive, but I have not messed around with the engine sourcecode(C++), just using the scripting side (LUA)

If I can get the Python going with lighttable I will definately use this rather than IDLE.
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