Langjam Gamejam: Build a programming language then make a game with it

langjamgamejam.com

129 points by birdculture 2 days ago


munificent - 2 days ago

Oh my God, someone has discovered my kryptonite.

FjordWarden - 2 days ago

Challenge accepted, but no way I can finish this in 7 days even with a head start of a few months.

macintux - 2 days ago

Seems ideal for those grumbling about Advent of Code’s shortened schedule this year.

shoo - 2 days ago

What is a minimal-ish programming language that could be used to express some interesting class of games?

It's easy to think of pathologically trivially useless "languages" that could "make a game". E.g. the single instruction language where the instruction P is defined to mean "execute a game of pong". Or a zero instruction language where the empty program is defined to mean "execute a game of pong".

Also easy to think of existing minimal programming languages that could technically be used to implement games. E.g. brainfuck is a beautifully minimal language with only 8 instructions, supporting character IO - so you could make a text based adventure game with it, but this would be unpleasant and there isn't anything about brainfuck that makes it suited to game dev.

Another idea could be to have a non Turing complete language where you declare data for entities etc to be executed by some game engine/runtime. E.g. it might be possible to define a language for declaring data & entities to express a few different but similar games (e.g. spanning pong --- breakout, or one specialised for simple card games, or so on).

amarant - 2 days ago

Holy cow the diversity of skill sets required to do this is insane. I'll be very impressed at any Devs who takes this on solo.

- 2 days ago
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kderbyma - 2 days ago

I have been doing something minor - not full language - but I am working on a couple DSLs for my game engine. The games themselves are interpreted by my engine console - then transpiled to webgl and JavaScript.

The DSL is for cutscenes and scripting dialogues and movements and transitions.

The idea was to have a screenplay like language that would run in my game engine so I can write the scenes like a script instead of like code.

Then I am using a LUA like subset for the core game logic.

I don’t think I would want to have the entire thing written in a custom language though, as that seems unnecessary

WhyOhWhyQ - 2 days ago

Any recommendations on books / resources to read in order to participate as a beginner (language creator that is..., not beginner with programming games)?

suioir - 2 days ago

What if you've already been working on a language for a while and want to use it instead of making a new one just for this?

copx - 2 days ago

This is not as hard as it sounds as long as Forth and Lisp variants qualify.

You can write a basic Forth or Lisp interpreter in a day.

Razengan - 2 days ago

I've been wondering about this for some time, that how there really isn't a language that's made from the ground up just for coding gameplay logic.

Like we have SQL for databases, Julia etc for maths etc, but gamedevs still have to plod along in general-purpose languages with archaic conventions established 50 years ago by people who had nothing to do with games.

I'd love something with the syntax of GDScript and the features of Swift, with special constructs just for gameplay logic, which is often a hybrid between inheritance and composition, static and dynamic, declarative and imperative.

I've been toying with what would be the ideal syntax (for me), but I don't have the brains to actually make a language :')

azhenley - 2 days ago

I’m going to blog about whatever I end up building. I hope some of you will join me :)

pixelmelt - a day ago

If only it wasn't finals week

empressplay - a day ago

Use Logo! Straight-forward parser. Turtles make game elements easy. Write it in Go for simple multi-threaded agents.

BSTRhino - 2 days ago

lol, I spent 3 years coding a game programming language...