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nddrylliog | 12 years ago
Factoids:
- It's the first commercial game fully made in ooc
- It's sold only on itch.io (which recently made HN frontpage)
- It was originally a Ludum Dare submission
- We just released a Christmas update!
- It's lame because the game is not about killing stuff!
I have no idea how this post will do, but I'll happily take your questions here. Thanks for your attention and happy holidays :)
mhlakhani|12 years ago
if so, can you share any thoughts on how that affected the development process? Any quirks? Any features that made it much easier?
Thanks!
[1] http://ooc-lang.org/
nddrylliog|12 years ago
Well, it's interesting that ooc returned to its roots, because when I first started working on it, it was for a small simulation game project at university.
I'll try to be as unbiased as can be, though.
Here are the reasons I liked writing it in ooc:
I'm not trying to sell the language here so I'll stop, but mostly - for this project, after 5 years spent working on and off on the language (and peripheral projects), it got out of the way. I could just write what I thought and it worked. From what I gather, it's a rare satisfaction in the software craftsmanship realm :)As for the downsides, well, there are things I know to work around, language features I know I'd better avoid, and the occasional compiler blips. But for a project of that scope, I got away with "using my toy language" relatively scot-free!
I still remember the very harsh comments when I first presented ooc to HN a few years back. Forunately I was in a high at that point so I didn't care. Had I listened to them, I would never have gotten where I am now. So: stay positive, everyone!
sp332|12 years ago