> Some of the implementations I intend to backport into Trial, but > other things that might seem simple on first look like maps and save > states, are actually incredibly domain specific, and I'm currently > unconvinced that I can build a good, generic system that can handle > this. I think they are generic enough use you should make some sort of a project for them. You could make some sort of extension libraries for Trial to use. You are going to need them in future projects again anyways. > Unfortunately for us, games tend to need a lot of non-reusable, very > problem-specific solutions and implementations. Sure, there's > components that are re-usable, like a rendering engine, physics > simulations, and so forth. I do mean to re-implement the verlet physics integration using Leaf. The big issue I kept running into was that I couldn't tell what was wrong. My test programs just had coloured rectangles and their spinning didn't tell me much. > For the dialog, the expected amount of content is so vast that I > fear that I can't get away with using macros, and need to implement > a parser for a very tailored markup language. I've been trying to > get that going, but unfortunately for reasons beyond me my > motivation has been severely lacking. I almost suggested that you could define an XML schema... (Please don't.) > I've talked a lot about my own background and the kinds of problems > I'm facing at the moment, and very little about the process of > making these games. Well, the process is rather simple: ... I recall reading a book written by a game dev who's been actively in the field for decades. Particularly in game design as an engineer. I think I mentioned some of his stories in the game development business during your streams. I could try to find it again as I should have it in PDF format. I remember it having a lot of obvious things you likely already know but I also felt it was a good read. It talked about the steps of design and reasons to do them but didn't go into the nitty gritty details of each area. I could look into this if you'd like. Never finished it, I think. I should read it through as well. > Maybe, hopefully, I will at some point and I'll actually be able to > publish a game worth a damn. If it happens to have been developed > with Lisp tools, that's just a bonus. I hope I can be there to help out!