Jon Blow is the designer of Braid and one of the first of the new-wave indie auteurs. Back in September of 2014 he made a video talking about his ideas for a new computer language focused on game development.
I wanted to write about this when the video came out, but I was in the middle of a move. Then there was Christmas. Then other projects. But now almost half a year later, I’m finally coming back to this. His project has moved on and I don’t know where it is now, but it’s this first video I want to talk about.
Link (YouTube) |
That’s an hour and a half talk about why he thinks game development needs a new language, why the existing languages don’t quite cut it, and a few things he thinks the new language ought to do. It’s pretty heavy-duty in terms of technical jargon, so if you’re not a coder I don’t know if you’ll get much out of it.
I’ve seen people criticizing his suggestions saying that other languages already do what he wants, or that he’s not qualified to design a language. I’m not really qualified to comment on that and not really interested in that debate. I’m more interested in his talk as a sort of “Everything annoying, frustrating, inefficient, or scary about the C languages”.
So I want to comment on what he’s said, and I’m going to do my best to say it in language that should be comprehensible for non-programmers. We’re not so much discussing his language ideas as using them as a launching point for talking about things that make programming less fun.
Consider this a consolation that we didn’t get an annotated version Carmack QuakeCon address last year like we have in years past. Sadface.
Timestamps are approximate:
Continue reading 〉〉 “A new programming language for games, Annotated: Part 1”