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by abdulhaq 4446 days ago
I'm not sure if you're serious or not, but you tell a good story! If you are serious and you really want to deliver something rather than enjoy the daydreaming about how great it's going to be (something I suffer from myself sometimes) then you should know that it's time to put fingers to keyboard. You've got a dozen of years of effort in front of you. Have a look at the story of Robert Szeleney and SkyOS for instance.
1 comments

Well, I've written about thirty million words on the subject, but I don't think it will take me 12 years to implement an initial prototype, more like two and then several years for all the tools that I want to make with it which will come to define its API, it should evolve over time with only me using it - I don't want to find myself in the same situation as Dennis Ritchie and Bjarne Stroustrup when a redesign was impeded by their early versions being adopted by comparatively few users and want the total freedom to change the design of my language if absolutely necessary with it only breaking code that I have written with it myself. Indeed, the likelihood of me making my language public is quite small as I know how every new language gets a hostile reception on here, Reddit and Slashdot. Really, I'm only doing it to help solve my own problems like Larry Wall did with his Perl scripting language.

If I had started implementation sooner I would have made something naive and half-baked. I did not have the benefit of a formal education in Computer Science and I probably wouldn't have attempted a project of this size if I had known all of the work that was involved. Walter Bright wrote a compiler by himself and Paul Woakes wrote Mercenary unaided and Elite was made by just two people, with David Braben on graphics and Ian Bell doing the trading (okay, three if you count the novel included in the box by Robert Holdstock), but that is still just 1% of the staff of a Ubisoft game like Assassin's Creed employing a whole bunch of artists, animators, scriptwriters, voice actors and composers for an estimated thousand man-years to create its content-rich high production values - all of which can be circumvented with procedural content generation as in No Man's Sky (initially, just four developers), and supplementary user-generated content such as or the seven million user-created levels in Little Big Planet, or about seven thousand competitive Halo 3 maps on the Forgehub community website.

Rather than waste mine and everyone else's time "doing the sensible thing" and writing another Tetris clone, I've gone and jumped straight to what I wanted to do, mindful that I will need productivity boosting tools in order to make it and that to write those all by myself I will need a highly productive exploratory programming language and that in order to make THAT it would help if I knew what the hell I was doing and did PLENTY of preparatory reading so that I didn't go in to it uninformed.