| I mean coding gameplay logic. The game engine can remain in C/++ or whatever. Gameplay and game mechanics are fairly different from making other types of programs. Things like stats, buffs/debuffs, conditions, and their dependencies on each other. It's all sort of a vague middle ground between typed vs untyped, static vs dynamic, inheritance vs composition, sequential vs asynchronous, and other oddities that make it distinct from other domains. > You can't have a DSL for design because the domain is the human mind. The design of a game like Undertale has absolutely nothing to do with the language used to develop it. But what if coding could correspond almost 1:1 to the design? I've been attempting some of it here: https://github.com/InvadingOctopus/comedot with stuff like abstracting the idea of "Actions" that could be anything from a verb like "Look at" in a text-based adventure, to clicking on spells/weapons buttons in a turn-based strategy game, or a Dash move in a platformer etc. Fantasizing about elevating those concepts to being core keywords in a hypothetical language is my equivalent of counting sheep to fall asleep :) |