Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

One language from 31 flavors

A smart programmer once said "A language is just a tool used to reach your means", and yeah... I guess.

I personally feel that game development may have been easier back in the day, simply because of the lack of choice that is now provided. Hot take here, but even though assembly is a hell of a lot harder to write/read/understand, you had two choices; Be cool and write for a chip that the Apple II and NES use, or write something that everything else uses. Today, we have a multitude of languages that are established, and some recently created in the last decade that fit the style and comfort others have been craving for. 

I've asked this once and was laughed out of a group, but maybe I didn't phrase this question correctly: How did you decide on the language/framework for your game? It's a weird question, but in a world that is connected to learn about everything within minutes, what made you chose Haskell over LISP, or F# over Ruby. I ask this because of my current paralysis.

I have, for the last 5 years, written outlines for every game idea I've ever had. Sketched out designs and crafted dialogue in the hope that this would allow me to focus on the scope of the game and will save me time when it comes to the eventual Youtube devlog videos. Now that I have, what I think, is enough to just start typing away, my mind wonders to how my game will be accessible.

Background: Please do not patronize me, I have probably read more books on programming languages then a senior in some college course, and probably built more one-off projects to learn how to do more than Hello, World! in Vi. A response like "You should just focus on making pong or tetris so you can learn about design" is not what I'm looking for... I've done that already, I'm looking for the next step.

Sorry.

Java is currently my new fling. C was my first girlfriend, and Lua was the first time I ever fell in Love2D (man... joke sounded better in my head). Nim is pretty cool, mainly because it has been the only successful binding I got to work with Raylib, and it complies to C (let's go!). No idea how this happened, but Ruby documentation started appearing on my phone, and of course there is always FNA/monogame and the C# way of thinking (which then sidetracked me to watching 4 hours of talks of why F# is better)... and UGH! What I care about, and I guess what is still not clear, is making something accessible for the most amount of people to play. That's why I sorta jumped on the Java bus, but sadly still leaves out some of those amazing older consoles that I always wished to contribute to (3ds, PSP, PS Vita). So if anyone is reading this; How did you choose the language/framework for your game? Was it due to already obtained knowledge, or did you have a target audience/platform? Have you ever thought of redoing your game in a different language/framework because of some functionality that is different, or maybe because of a wider audience? Am I just creating further excuses for me to procrastinating?


Thank you.

Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.