FIA wrote:there are still genres like simulations which will involve some amount of gameplay enough to benefit from the scripting engine
Seriously - I'm not advocating getting rid of Python altogether. Not at all.
I'm advocating getting rid of in-line Python, formalising the interface between Python and Ren'Py code, such that it's entirely possible to write a 'normal' Ren'Py script without writing a line of Python and such that the Python code is mostly separable from the Ren'Py code. You'd need assignment and arithmetic in Ren'Py script at the very least. This wouldn't hurt the programmer's ability to write simulations or other advanced Python-based code... in fact, you should be able to do a simulation entirely in Ren'Py script if this got done, albeit without a fancy UI.
Counter Arts wrote:
I believe PyTom said along the lines of "They did research studies about how to make Python as easy to learn as possible." So I guess he's just been using similiar python conventions because the research has already been done?
Actually, I get the distinct impression he's using Python conventions because Ren'Py was originally just a Python API for writing VNs with, scripts were written entirely in Python, and it's only evolved its own scripting language over time. But I could be wrong.
Python might be a fine language for learning programming, but 90% or more of all VN use
isn't going to need a fully-fledged programming language, it just needs enough functionality to do menus, jumps to different parts of code based on variable values and displaying text and images. It's a different use case to Python, so there's no sound reason to presume it has the same best solution.
Counter Arts wrote:
Well here's the thing... the user doesn't need to be as visual unless he is doing the advanced stuff.
Not at all.
Firstly, most people who aren't programmers far prefer - nay, even
expect a GUI to create things with. Photoshop, Word, whatever - they're all graphically-driven, nobody except programmers expects to do things in a text editor any more. Hell, even web designers get a suite of graphical tools.
Secondly, people who aren't programmers often think programming is hard, and these people are
frightened by scripting languages, even simple ones. Present the creation of a menu as a series of indented text lines with colons and jump statements, and a lot of people will shrug, turn away and presume that Ren'Py scripting is too complicated for them. Present it as a UI with an "Add new menu option" button and drop-downs to select where the player gets taken after making a choice, and more people will be comfortable using it.
Thirdly, the advantage of a GUI development tool isn't solely in terms of interface - it also means you have a script which is guaranteed to run without syntax errors or unintended indentation problems or whatever. If you create a menu with a hypothetical Ren'Py GUI, you can be sure that the menu will display properly and take you to the right point in your VN when you click the choices. We get a steady stream of questions in here about how to script basic functionality, usually stemming from syntax errors or typoes, so it's undeniable that this would help some people.
The existence of such a tool wouldn't stop us from writing scripts for Ren'Py in a text editor if that's what we preferred, it would just give more people the opportunity to create VNs in Ren'Py.