- Sep 9, 2020
- 80
- 452
Actually, a lot of my argument against Python stems from personal preferences, rather than objective performance stats or the like. I dislike dynamic typing, I dislike the fact that I'm using dicts with raw strings instead of enums, I dislike how revealing the effects of many bugs is pushed from compile time into runtime, I dislike how I can never really be sure how something works once I've written it (and I dislike the multitude of "self."-s as much as I dislike Java-without-Lombok's endless boilerplate code). So yeah, while one can argue that Python has objective problems when it comes to game design, my own issues mostly come down to preference.
On the other hand, I'm genuinely having tremendous fun developing the game and a lot of these issues are mitigated by renpy's absurdly helpful hotswapping feature.
Oh and Python has functions as first-class citizens, which is probably my favourite language feature ever.
(And thanks for the feedback/compliments, I'm glad to hear that the writing is something that sticks out for at least some players!)
On the other hand, I'm genuinely having tremendous fun developing the game and a lot of these issues are mitigated by renpy's absurdly helpful hotswapping feature.
Oh and Python has functions as first-class citizens, which is probably my favourite language feature ever.
(And thanks for the feedback/compliments, I'm glad to hear that the writing is something that sticks out for at least some players!)