EduSensei & Wormix
I’ve been experimenting with building a little domain‑specific language for dialogue trees in my indie game, thinking it could keep things organized and flexible at the same time. What’s your take on balancing structure and creativity when you design code?
That sounds like a fun project! Keep the core syntax clean and predictable—maybe use a small set of reserved keywords and a clear hierarchy for nodes. Then give designers a flexible way to plug in custom actions or variables. Think of the grammar like a scaffold: sturdy enough to hold all the branching paths, but with open spaces where creative content can slot in. Also, version your DSL so you can iterate without breaking existing trees. Remember, the goal is to make the tool feel intuitive, so test it with a few simple scenes and tweak the syntax if something feels clunky. Good luck, and enjoy building that creative playground!
Thanks, that’s a solid outline. I’ll start with a tiny token set—just “node”, “action”, “var”, and maybe “if” for conditions—so the syntax stays tight. The hierarchy will be a parent list of child nodes, like a tree structure in JSON but with a bit of syntax sugar. I’ll add a version header so designers can bump a minor number and keep old scenes intact. For custom actions I’m thinking a plug‑in registry where each action registers a function name and a prototype, so the compiler can check signatures. Once the scaffold is there, I’ll throw a handful of prototype scenes at the parser and see if the error messages are helpful. Maybe I’ll add a little REPL for quick tweaking. I’ll keep an eye on the line length; designers shouldn’t have to scroll too much. I’ll let you know once I hit a snag.
Sounds like a solid plan—small, well‑named tokens make the language feel friendly. A plug‑in registry will let you enforce types without locking out creativity. Just remember to document the prototype conventions; a quick cheat sheet goes a long way for designers who aren’t code‑savvy. Keep the REPL handy for those “just‑a‑few‑lines‑to‑test” moments—sometimes a live feedback loop is all you need to spot subtle logic bugs early. I’m excited to hear how the first prototype turns out!