A roguelike developer's diary.
This will change how you think about programming (especially the game design example). Gabriel Florit has written an open source version. d3 example. (From the d3 Google Group). [Edit: or you could try this one instead.].
I see one problem with it. If compilation time or rendering take more than 10s how is possible to made it interactive? It will be possible to do something similar in languages like C/C++? Especially in C++ metaprograming when changing one number can be equal adding 1k lines of unique code.But I still see potential in this. This can be great tool for learning programing.
Technical limitations aside, I'd love to have real time feedback. Right now it's change one thing, make sure your testbed is set up to test it thoroughly. Compile. Wait. Test. Exit. Tweak. Repeat. Compared to what this guy is doing I'm in the freakin' dark ages.
The idea is mind blowing and the rest of the talk was excellent. It's easy to see the obstacles (technical limitations) but just thinking about the possibilities is fun.What if you were seeing probability space of your roguelike change as you changed variables? 20 starting HP -> 10% of games end in victory. 50 starting HP -> 15%, etc.Of course, you're going to need a bad ass simulator, which as we all know is very difficult to do in non-deterministic games like roguelikes.
I see this working with python in near future. 'Compilation' time is close to nil, and it would really eliminate the need to write tests (maybe not in the long run). Looks amazing as it is anyway.
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