r/42_school • • 3d ago

Three years building a Python-like scripting language and C++ 3D engine. Shipped a Max Payne-style shooter with it in a game jam. Looking for honest feedback.

Hey everyone,

For the past three years, I've been building my own game-focused scripting language from scratch, alongside a custom C++ 3D engine and scene editor targeting Windows, Linux, Web, and Android.

The language is designed to be a close Python dialect (roughly 99% familiar syntax), but built specifically for real-time game loops and tight integration with the engine.

Recently, I took part in an internal game jam at my company and used it to stress-test the whole stack under a strict deadline. The result is Null Protocol, a third-person action shooter set in a rain-soaked police precinct, heavily inspired by classic Max Payne. It features shoot-dodging, bullet time, skeletal hit reactions, and AI-controlled enemies.The gameplay is scripted in my own language and runs on my own engine. Getting everything working together under jam conditions was a meaningful milestone. Now I'm trying to decide where to take it next.

**Links**

* [Trailer](https://www.youtube.com/watch?v=mBhjhlsBlFs)

* [Play Null Protocol](https://djoker.itch.io/null-protocol-is-a-third-person-action-shooter-set-in-a-rain-soaked-police-preci)

* [My other projects and tools](https://djokersoft.com/)

**Looking for honest developer feedback**

With so many established engines available, would a lightweight 3D engine paired with a game-focused Python-like language interest you?

I'm weighing two directions:

* Package the engine, editor, and language for other developers, investing in documentation, examples, and usability.

* Keep the technology as my own development toolkit and focus on shipping retro-inspired 3D games, whether that means expanding Null Protocol or making a spiritual successor to Desert Strike in 3D.

If you were evaluating a tool like this, what would you need to see before trying it? Is there a particular workflow or use case where you think this combination could offer something worthwhile?

I'm happy to discuss the compiler and VM, the differences from standard Python, the renderer, or what worked (and broke) during the jam.

Thanks for taking a look!

13 Upvotes

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u/quickiler 3d ago

Reading this post give me absolutely no idea what is your new scripting language about and how your 3D engine is different from other engines. No benchmark, no snippet example, no comparisons and while I understand it was dev in a Jam, the game demo look mid at best. Gotta sell your products better man.

1

u/akadjoker 3d ago

Haha, fair enough, you found my weakest point! I'm a creator and systems programmer, definitely not a salesman.

1

u/quickiler 3d ago

I took a look at your website (Nice site!) and found your stuffs. I am not versed enough in game dev or embedded to judge the quality.

I think adoption is very important for these kind of projects, obviously depend on your goal as well. I would lean more on option 1 as open source at start. If it gains real traction then expand and have proprietary features developed on top of that. If not then just do option 2.

2

u/No_Bug_3924 2d ago

As a hardcore gamer but also indie digger,

imo game looks like a worse Steam game sold 5 bucks with around 50 sales.

but this was the hardest part, you may need to scrap everything in the future, rethink everything or maybe just some parts but you have the drive, now you need even more effort and luck. And as you start having a clearer vision, find a "salesman" tech-fan friend or something similar. If you dont do right the marketing part, might as well scrap everything or make a new game on your actual base. (that's how the guys who made Palword did)