2 releases
0.0.2 | Jun 2, 2024 |
---|---|
0.0.1 | May 30, 2024 |
#1548 in Development tools
46 downloads per month
13KB
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Sol
A programming language for custom content.
[!WARNING]
Sol is in early development and should not be used for real projects yet. Feel free to become part of the conversation, though, and help me determine its future :-)
Sol brings modern programming language design to reinvent how you create and maintain game assets. Its syntax is beautiful AND productive AND type-safe. It takes inspiration from LUA, Rust and GDScript to create an amazing development experience aesthetically and organizationally.
Sol is also free, open-source, engine-agnostic and not owned by a company. After you author an asset, you really own it and can easily port it to other engines.
Each .sol
file is an "asset" which can be, for example, an item...
-- weapons/iron_sword.sol
using game.models.*
using game.sprites.icons
impl ItemKind
label = "Iron Sword"
durability = 4
icon = icons.iron_sword
action on_use(target: Character)
target.try_equip_weapon(weapon: self)
end
end
...or a scene...
using game.chars.Jude
--todo Add portraits to those dialogues;
def "Main Scene"
[Echo]
- Jude, could you please move a little?
[Jude]
- nah
[Echo]
- I'll hit you in the head with a pan.
[Jude]
- *moves*
move(who: Jude, by: vec2(1, 0))
end
...or even a level.
...impl Room
def player_spawn : Marker
position = vec2(-10, -3)
facing = DOWN
end
def chest1 : Chest
position = vec2(0, 0)
end
Anything that is your games' "content" and not the core mechanic you have to code against the engine, you can put in .sol files :-)
The scripting capability of sol looks simple (courtesy of the LUA-esque syntax) but is far from minimal. Sol is a programming language, and it is fast as its VM is built with Rust.
Features
- Just text: Can be checked into version control easily;
- Engine agnostic: Your assets will not be 'Godot' assets or 'Unity' assets, but your assets, wherever you take them;
- Incredibly fast iteration cycles;
- Easy but powerful dialogues, in a syntax so simple, you'll probably use it for sketching the roughs even;
[Jude smiling]
- Hello, there!
- I found one item here and I want to give it to you, {player.name}!
- Thorough type safety, following the slogan "Make Invalid States Unrepresentable" to eliminate entire classes of bugs common in game dev;
model Item
field name : text
field unbreakable : truth
field icon : Image
if not unbreakable then
field durability : nat
end
end
- Dependency management with
sol add <dependency_uri>
, to quickly install asset packs or frameworks into your project; - Interoperability with external resources (.png, .gltf, .aseprite) through the usage of
extensions
; - Possibility of integration with engines;
- Refactoring tools like the LSP and
sol migrate
;
Installing
You can compile from source as a rust project, or install from crates.io via cargo.
cargo install sol-lang
Futurely, I want to provide integration plugins for a few engines. In those cases, the plugin will take care of building sol
.
Sol LSP is being worked on, as well as a Zed extension.
Contributing
Not yet available.
[1] - "Make Invalid States Unrepresentable."
Dependencies
~11–21MB
~319K SLoC