Closed Oleksii-Kshenskyi closed 1 year ago
This blocks #32.
Okay, this is going to sound ridiculous after the whole Language Feast fiasco and how I'd spent so much time choosing the language for BTAGSIL and then went with a random unrelated choice that effectively voided all the work in that milestone (more on that in #27), but there's one more big change coming. I've finally realized, after much procrastination and soul searching, what I need for BTAGSIL in terms of language/technology. I need the fastest language to develop in. And I also need the language I can freely think in and implement my ideas with as little friction as possible. C++ is the last possible language for that (together with Rust). That's why, from now on the language of implementation for BTAGSIL is going to be Python for the foreseeable future.
Together with switching the language of implementation for the second time, I'm leaving the room for coming back to Rust/C++ in the future. However, this is where this decision ties in with this issue, designing the world architecture and setting.
Finally, I can close this issue with the following note about BTAGSIL's world design:
As of right now, I'm encountering a problem with designing world structure for #32, as it seems like I don't know what BTAGSIL's world is going to look like at a higher level. I cannot design a randomized world before I understand what I actually want the world to look like at the most abstract and high level.
This issue is to think through that high level concept, design it and capture the results in the comments here in this issue.
NOTE: this is not a feature/bugfix/refactor, this is a research/design task, so no code is going to be written to finish and close this issue. For actual code, go to #32 once this is done.