so far, we have relied on the philosophy that code entirely should be how the game is built, and we need the expressive tools in code to adequately and succinctly define just the game logic. all handshakery and ritual, boilterplate and access wiggles need to be nicely separated as a concern away from the clean interface to just code.
But.
It's entirely possible that we could continue to flesh out this code skeleton while also putting on the roadmap an "editor"/"studio" functionality like unity, godot, unreal, etc. that would make it insanely more convenient to iterate on ideas. Imagine an editor that loads save files defining specific scenarios of terraingen, allowing u to tweak and then save and load, and you can build up a library of these diff terrrain gen configs in a visual interactive manner.
Or you want to test out some entity logic. Define a scene that gens a random terrain, finds a place to spawn em in that has the spatial features you want, spawn whatever entities needed, and you can then pause and inspect as it plays out, or even pause it again and spawn more things, or suddenly change someone's behaviour etc.
so far, we have relied on the philosophy that code entirely should be how the game is built, and we need the expressive tools in code to adequately and succinctly define just the game logic. all handshakery and ritual, boilterplate and access wiggles need to be nicely separated as a concern away from the clean interface to just code.
But.
It's entirely possible that we could continue to flesh out this code skeleton while also putting on the roadmap an "editor"/"studio" functionality like unity, godot, unreal, etc. that would make it insanely more convenient to iterate on ideas. Imagine an editor that loads save files defining specific scenarios of terraingen, allowing u to tweak and then save and load, and you can build up a library of these diff terrrain gen configs in a visual interactive manner.
Or you want to test out some entity logic. Define a scene that gens a random terrain, finds a place to spawn em in that has the spatial features you want, spawn whatever entities needed, and you can then pause and inspect as it plays out, or even pause it again and spawn more things, or suddenly change someone's behaviour etc.