Galapagos 1 was envisioned as a full-on fantasy computer, which as I explored it more, started to feel more and more off-base, primarily because of the "terrarium" problem - to build a featureful computing environment you end up needing to build and package an entire jungle, which rapidly explodes into "rebuild the Microsoft Windows API stack".
The idea for Galapagos 2 would be to narrow things down to:
* A game engine that runs on Agon Light
* Prototyped on PC in Pygame
* On device is Agon Forth-based, super hackable
* Makes use of simple binary formats with similarly simple standalone tools - no singular IDE
* Multiple fixed graphics, physics and input kernels, static maximums on assets per scene
* Fixed, sample-based audio kernel (using the 4x2 channel tracker/DJ interface combo I came up with the other day, plus 4x channels for sound effects, for 12 total)
* Can work with assets on-device, PC development used as a supplemental bootstrap
And that's it! It creates a productive overlap of goals:
"portable, reproducible": satisfied by targeting a small but real device, with two implementations of the core code, one leveraging PC infra and the other machine-up
"extension": satisfied by being designed in a hackable way (Forth interpreter, simple formats)
"tooling": satisfied with fixed-function kernels and assets, narrowing the aspect of how to model data and present interfaces
"understandable": it won't need that much in the way of miraculous backend code or large build systems - instead it can be extensively documented
#retrocomputing #gamedev #fantasyconsoles