Dear Frozenbyte,
with yolol you have given us a great tool to do a few awesome things.
There already is a large community around, which is developing valuable scripts for all players, holds code-golf competitions and develops third-party tools for it.
Unfortunately it seems like yolol isn't getting as much love and attention from you, as it is getting from the playerbase.
There are quite a few issues with it and most of all, it's future seems to be a little uncertain. That really hinders any efforts taken by players to do great things with yolol.
Often people are asking themselves questions like: "Why should I invest any time and effort into something that might be gone (or heavily changed) at any time?" or "Is this weird behaviour I found a bug or intended? Should I adapt my 3rd-party tools accordingly, or will it be fixed eventually?"
That is why we, some members of the yolol-community, came together to ask you a few questions, to eventually shine some light onto the current state and the possible future of yolol.
We know that yolol is at the moment not really your top-priority. But to us yolol is a relatively important part of the game, which could really use a little bit more attention.
Here are a few questions, that we really would like to have answered. Are there any plans to do the listed things? And most importantly what is the time-schedule for these things? Please be as specific as you can.
- Will yolol stay or will it eventually be replaced with something completely different (.e.g. Lua)
- Will there be any changes to core-principles like the line- and character-limit or the tick-based nature?
- Will there be changes to the syntax or semantics of the language? Things like replacing the "then...end" of if-statements with "{...}" for example, (which would probably make sense, given the hard character-limit.) Or having functions like abs, sin, cos require parenthesis?
- Do you know about the bugs/issues listed below? Are you planning to fix them?
- Would you be interested in some kind of online meetup between the community and some developers? We could try and shape the future of yolol together :)
This is a list of (some) known bugs in the ingame-parser. Some of these are really causing a lot of confusion and could probably be fixed easily.
- The operator-precedence is a little broken. For example:
+
/-
are evaluated after==
/!=
- Variable-names can not contain any keywords.
:life=1
does not work, becauseif
is a keyword and that breaks the parsing i++
and++i
do exactly the same thing instead of doing Post-/Pre-Operations- The parser accepts some really weird stuff as correct.
t++a++7++x++()++a--"yolol_is_great"++x++3===="test"
simply parses ast="test"
- The parsing is context-dependent. Depending on if a variable has been used before or not, some lines are parsed differently.
- When whitespace is and isn't required seems to be a little random
Not really "bugs" but still issues:
- The characters allowed inside variable-names are a bit weird.
:_:
is a valid variable-name. - There is a complete lack of feedback for syntax/runtime-errors ingame. Not getting told what is wrong with your code makes it REALLY hard for beginners
- There is no language-specification (grammar, tokenization-rules, precedence etc.). That makes it impossible to find out if a certain behaviour is intended or a bug in the parser. Also, that makes it really hard to develop any 3rd party tools for yolol.
- dbaumgarten#9279 (vscode-yolol, yodk)
- Martin#2468 aka Yolathothep (Cylon, YololEmulator, Referee)
- Dude112113#5906 (Yodine)
- mrchip#4403
- Nyefari#1228 (Enthusiast)
- Max#0007 (DynaStar CEO)
- DirtyScoundrel#4096 (Cylon)
- Captain Wonders#4218 (DynaStar R&D / Shipyard Senior Staff)
- HeatProofTex#9789 (DynaStar Shipyard Manager)
- Short Man#2748 (DynaStar Shipyard Staff)
- Pasukaru#3669 (Yolol.info)
- Azurethi#0789 (ISAN, Yazur)
- Zijkhal#0154
- Matrixmage#4830 (Cylon founder, Yoloxide)
- rad dude broham#2970 (Cylon)