Florian Schulz 2021-08-30 15:25:29
PulpScript is limited in some ways -- for instance, it doesn’t currently support arbitrary math expressions, just simple operations between two values. Shaun has joked that “brute force creativity” is the attitude to take when solving a problem in Pulp. This simple toolbox gives you just enough flexibility to expand the game’s featureset beyond what seems possible at first. With a little bit of lateral thinking, you can generate random mazes, write lengthy dialog trees, and make games that look like graphic adventures or dungeon crawlers.
https://www.gamedeveloper.com/console/playdate-pulp-zero-to-video-game-in-60-seconds
Scott Anderson 2021-08-30 21:49:06 GB Studio is also a similar environment and all of them feel a little bit RPGMaker inspired even. I actually really like the "failed" Game and Watch experiment. I wonder if expanding that paradigm a little further (say by adding state based behaviors more complex than hide/show)
Konrad Hinsen 2021-09-01 07:15:46 Konrad Hinsen 2021-09-01 07:20:03 This actually confirms my current view that the future of computation is specification in terms of constraints rather than rules. That has always been the holy grail of declarative programming, but it gets much clearer when non-textual constraint formulations enter the picture. One more point in favour of constraints: the history of science shows that constraint-based models are much more powerful than rule-based models (see https://blog.khinsen.net/posts/2020/12/10/the-structure-and-interpretation-of-scientific-models/ for the details).