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Game Descriptive Language

Started by October 26, 2004 05:53 PM
3 comments, last by sunandshadow 20 years, 3 months ago
I was wondering if anyone had come across or worked with any languages specifically designed to describe game mechanics. I'm looking into making some prototyping tools, and a language for describing aspects of the game (like the rules and processes) seems sensible. But obviously there's no point my creating a new language if one already exists...

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

I guess that depends on how high-level your wanting to go. At the top end you have the point-and-click make-a-game packages where you describe the game using a UI. In the mid-range you have things like Unrealscript, but these typically run inside then engine of another game. Both of these ranges are usually directed at a specific genre though. At the lower end of the specturm I don't know of anything, I imagine it would be somewhat like 3rd generation language (and I'm guessing this is what you're intending).

What are you intending to cover with the language? Will spatial partitions and other such high-level data structures be built-ins, will you have control over things such as rendering or will it be intended purely for game logic?

Certainly sounds interesting.....
"Voilà! In view, a humble vaudevillian veteran, cast vicariously as both victim and villain by the vicissitudes of Fate. This visage, no mere veneer of vanity, is a vestige of the vox populi, now vacant, vanished. However, this valorous visitation of a bygone vexation stands vivified, and has vowed to vanquish these venal and virulent vermin vanguarding vice and vouchsafing the violently vicious and voracious violation of volition. The only verdict is vengeance; a vendetta held as a votive, not in vain, for the value and veracity of such shall one day vindicate the vigilant and the virtuous. Verily, this vichyssoise of verbiage veers most verbose, so let me simply add that it's my very good honor to meet you and you may call me V.".....V
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game design patterns
Quote:
Original post by joanusdmentia
I guess that depends on how high-level your wanting to go. At the top end you have the point-and-click make-a-game packages where you describe the game using a UI. In the mid-range you have things like Unrealscript, but these typically run inside then engine of another game. Both of these ranges are usually directed at a specific genre though. At the lower end of the specturm I don't know of anything, I imagine it would be somewhat like 3rd generation language (and I'm guessing this is what you're intending).

What are you intending to cover with the language? Will spatial partitions and other such high-level data structures be built-ins, will you have control over things such as rendering or will it be intended purely for game logic?

Certainly sounds interesting.....
None of that kind of stuff; pure game mechanics (I guess what you refer to as 'game logic'). The kind of stuff you'd use to describe a board game (though the right language can describe your realtime 3D shooters as well). The purpose of the tool is to provide the minimum required environment for the mechanic to be playtested - i.e. to let me try out an idea for an FPS without actually having to develop an engine or any assets.

Quote:
Original post by fupgame design patterns
Ah, cheers, that's a handy site... pity they've not published their patterns yet, but I'll keep an eye on it.

Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse

Quote:
Original post by fup
game design patterns


Ooh, cool stuff! Useful++ for you! ^_^

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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