Hi fediverse, I'm finally doing my much overdue #introduction post!

I'm a #GameDev with a decade of experience, having founded Kitsune Games in March 2013. I'm currently focused on #KitsuneTails, a queer platformer in the style of beloved classics where you play a kitsune on a journey through a land inspired by Japanese mythology. In the past I've released games such as Super Bernie World, MidBoss, and more.

I'm also working on a fantasy console called the #Mega68k, which runs on the Motorola 68000 CPU. Additionally, I create a series of videos called #CodingHistory, which explores how 3D techniques from the 90s worked. I also like programming language development and make a lot of toy languages that don't go anywhere, and am trying to liven up the #PLDev hashtag on mastodon.

You can find my games at https://kitsunegames.com/games, or find more information on Kitsune Tails at https://kitsunegames.com/kitsunetails. For Coding History videos subscribe to my YouTube to see them when they come out: https://youtube.com/@EnikoFox

Games

Check out Kitsune Games' games, like the possession based roguelike MidBoss or the hat based puzzle game Ultra Hat Dimension.

Kitsune Games

@eniko

I found the tag I needed.

#PLDev

Thanks from a fedi noob. <3

I have been working on my own not-so-toy language, which I need to make games, but I don't have much experience with games... yeah, I know, I should make games first, but my brain doesn't cope well with most languages available around, so bear with me.

I would greatly appreciate any ideas (or, if you really feel generous, feedback on my project) from someone who is both a PL- and games-dev.

Thanks! =D

@xarvh I think if you're gonna make a language to use in production you probably wanna do something more like javascript, a dynamic language that's quick and easy to get up and running

Also my eternal tip is to read Crafting Interpreters https://craftinginterpreters.com/

Crafting Interpreters

@eniko

I code JS for a living, and it feels like it makes easy things so damn complicated. =(

I mean, you are right of course!
I understand the case for dyn langs for quick iterations and... I don't know how, but I want to make static type check able to do the same.

I don't have any better argument than "I feel it would be a better world and I want to make it work".

Sorry, I feel like I asked for your feedback and then dismiss it.
I can assure you, I'm still taking it to heart.
Thanks.

@xarvh well I understand the impulse to make a type checked languages, but deferring that stuff to runtime is wayyyy easier than trying to get everything right with a statically checked type system. If your goal is to make a language *and* make things with it, I can't recommend a static type system

@eniko

Re static typing, are we talking about "make things" in general of videogames specifically?

Also, since the term is ambiguous, are we talking about C-like static typing, or ML-like inference and check?

@xarvh in general trying to make a statically typed language is a good way to get nowhere with your language. I don't know enough about ML to understand your other question

@eniko ML is a family of languages that include Haskell, Elm, OCaml.

They have a powerful type system (which Rust has adopted) and are fully type inferred, which means that while type annotations are nice to have, you don't have to add them anywhere if you don't want to.

If you are curious, #Elm is very accessible and can be learned in a couple of days.
I've been using it in production (for web apps) for several years and it's really another world.