Making Games on a Shoestring Budget!
Kayne Ruse, indie gamedev with opinions about things.
Here’s my main thing right now: The Toy Programming Language
I’ve talked about Toy a lot on here, but I don’t think I’ve talked about any of the interesting elements that I think make the language interesting. Since I’ve been neglecting this blog for a while, and I’m not interested in doing a deep-dive into every facete of the codebase, so lets have a close look at one aspect that surprised me: How to implement opaques.
Last night, I found a video by Tim Cain about implementing a quest system. He lays out a simple, straight forward to coding quest systems, but I realized that my own experience with quests in The Mana World differed from his approach, so I wanted to outline another way to handle quests, as well as my own thoughts on designing a quest system. Brace yourself, we’ll be using some XML and the DSL content.
I’m frustrated as hell by NPM for absolutely no reason, so I’m gonna explain why. Please indulge me during this post, because there won’t be much in the way of informational or thouht provoking content here, but you might find some catharsis in reading this. And no, the title is not a typo, it’s a pun.