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by furyofantares 1338 days ago
Systems for expressing game components as data that closely matches how you'd describe them in natural language. And ways to write the data as code literals that don't look very different than the data format.

I'm mostly interested in turn based games where everything can be made simpler by leveraging the fact that it's OK to have a computational spike in response to a player input.

I once had a system where expressing game components and game states was so straightforward that writing tests felt like playing the game, because 95% of my effort in writing a test was in creatively thinking about game states and components and 5% translating it to data. I normally find writing tests very unpleasant but in this case it wasn't just tolerable, but actually fun.