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there was a thread once, it had games where you program AI, an electrical engineering one, and a few others, I don't remember them all or maybe any, so I would like to start a new thread.

you program AI to fight



> Nomyx is a unique game where you can change the rules of the game itself, while playing it! In fact, changing the rules is the goal of the game. Changing a rule is considered as a move. Of course even that can be changed! The players can submit new rules or modify existing ones, thus completely changing the behaviour of the game through time. The rules are managed and interpreted by the computer. They must be written in the Nomyx language, based on Haskell. This is the first complete implementation of a Nomic game on a computer.

This is a game you play with other fellow humans. It's still a programming game, though, because it's played in a Haskell DSL.


Zachtronics (http://www.zachtronics.com/) make quite puzzley games, including TIS-100 where you are fixing programs in a computer environment with a custom assembly style language.

else Heart.break() (http://elseheartbreak.com/) is an adventure game with a strong programming element. A bit slow for some tastes, not mine however.

Untrusted (https://github.com/AlexNisnevich/untrusted) is a rogue-like where you use JS to solve the puzzles.

similarly Flexbox Froggy (https://github.com/thomaspark/flexboxfroggy/) is a game where you use knowledge of CSS to solve puzzles.

away from the computer...

One Zero One (https://grail-games.com/one-zero-one/) is a 2 player card game where players use basic control structures to score rows of cards, there is also an expansion that allows for solo play.

Robo Rally (https://en.wikipedia.org/wiki/RoboRally) is a racing game where players use randomly dealt cards to program the movements of their robot through a danger filled course.


ahh yes, zachtronics :D this was the electrical engineering game I was thinking of

thanks friend


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in SpaceChem (always by Zachtronics) you use instructions on a grid rather than a written programming language, and the goal is to implement a function that transforms some input values (chemicals) into a compound that fits the requirements in the shortest number of cycles possible. It teaches a lot about multithreading.



I like Human Resource Machine.

You have to code with a small set of instructions in a limited environment. You only have one register and a limited amount of memory. Also, it gives you extra points if you make the program efficient in length or time.



This is pretty cool.

I wonder if you could make a MUD with a similar concept. Start with a single dungeon, single item and a single player entity and just allow the players to go from there,


There was an old game I can't remember the name of. You'd write an assembly program for a weird but realistic architecture and yours and anothers would be loaded at a random portion of a fixed sized memory space. Each program would alternate executed instructions. When one player executed an illegal instruction the game was over.

It was a really cool concept and people wrote some really cool code that would do things like create and maintain copies of itself and repair errors in them and search for opponents code and so on. Sadly they all got smashed by roughly "mov 0,+1" i.e. copy the current instruction to the next memory location. I wish I could remember the name.


Maybe this one?
What do you think?


That was definitely it. Apparently I was quite wrong about the strategy and lots of stuff can work.


Most MU*s have an engine-specific DSL for the admin team/terraformers/etc. to create new rooms and items without having to program in C or C++, you'd just have to expose those controls to the players at large. Of course, most of those commands aren't intended to be used for playing on their own but for creating a playable environment.

It sounds like it'd be really fun if you could figure out a way to propagate those changes to the main server and then back to all the players in a way that avoids merging conflicts between player's frequent and potentially competing changes. On top of that, you could add a daily/nightly partial reset, which rolls back most changes except for the most used. That allows players to keep items and locations they use frequently and naturally control power-abusers who create instant death rooms and superweapons to dominate the server for the day.


You might be interested in Paradise (http://wiki.xxiivv.com/Paradise). It's a MUSH, not a MUD, but it allows players to create rooms and objects and interact with each other through them.


Isn't that called a MOO?


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Omega is a game about programming tanks. I don't honestly know if it's any good, but it was released by Origin Systems in 1989, which makes it interesting enough to me.


TIS-100 and SHENZHEN I/O if you're into assembly


thanks, haven't even thought than something like that existed


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Quadrilateral Cowboy. Puzzle adventure based around terminal hacking/scripting. You run around James Bond dungeons and slam a giant laptop on the ground to edit the scripts of all the contraptions and obstacles and whatnot.


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Memory of a Broken Dimension. Methed-out glitchwave with a cryptic CLI interface.


>The world's first MMO strategy sandbox game for programmers


Sadly, they force you to use javascript to play, instead of offering a language agnostic network protocol to interact with the game.
That's a deal breaker for me.


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So you're fine learning a completely made up programming language for a specific game, but not javascript?


Yes, because learning and mastering that made up language is usually the whole point of the game.
That's not true for screeps. They expect you to learn JS somewhere else as a means to playing their game.


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>That's not true for screeps. They expect you to learn JS somewhere else as a means to playing their game.
>I'm mad because the game doesn't have a tutorial
There was a time when games had instruction books and didn't hold your hand. But you probably don't remember that.