I'll start a brainstorming/drafting repo once I'm confident in deciding what I want.
Stating my sources of inspiration will win some people and turn off some people: In terms of syntax, Godot's GDScript comes closest to my ideal. In terms of features, Swift.
One thing I really want to try: instead of "functions" I want it to be "event handlers", so instead of
func doSomething()
you'd say
on doSomething()
A class instance could "contain" or "own" another class instance at runtime, similar to Godot's node-based hierarchy, and sending the `update()` event/signal to an instance could propagate it down the tree, making it easy to implement an entity+components architecture.
and you could overload handlers based on which type raised the event or emitted the signal:
on doSomething() by PlayerClass
`caller` would be a keyword/object just like `self` is, in every handler scope so you could see `if caller is Player` or Monster for example.
Most relevant in terms of gameplay, I want `Stat` to be a core type: a number that has a maximum and minimum, and conditional buffs/debuffs affecting the final value, and so on.
I’ve been braining about a hypothetical language made from the ground up to be ideal for coding gameplay logic, and not worrying about hardware.
I’m designing from the syntax first but have no idea/energy to actually implement the language/runtime or have it be usable with Godot etc.
If I make the syntax and someone likes it, how to get someone to help me make it? :)
I'm probably not gonna do it, but just out of interest: What is the syntax?
I'll start a brainstorming/drafting repo once I'm confident in deciding what I want.
Stating my sources of inspiration will win some people and turn off some people: In terms of syntax, Godot's GDScript comes closest to my ideal. In terms of features, Swift.
One thing I really want to try: instead of "functions" I want it to be "event handlers", so instead of
you'd say A class instance could "contain" or "own" another class instance at runtime, similar to Godot's node-based hierarchy, and sending the `update()` event/signal to an instance could propagate it down the tree, making it easy to implement an entity+components architecture.and you could overload handlers based on which type raised the event or emitted the signal:
`caller` would be a keyword/object just like `self` is, in every handler scope so you could see `if caller is Player` or Monster for example.Most relevant in terms of gameplay, I want `Stat` to be a core type: a number that has a maximum and minimum, and conditional buffs/debuffs affecting the final value, and so on.