From 10af596a582f9b1d69495385469d092c1b7c95b9 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?=C3=89tienne=20Reuh=20Fildadut?= Date: Thu, 23 Dec 2021 19:59:14 +0100 Subject: [PATCH] Update README --- README.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/README.md b/README.md index 401a4d4..5bc447a 100644 --- a/README.md +++ b/README.md @@ -8,7 +8,7 @@ The overengineered dialog scripting system in pure Lua. Purpose ------- -Once upon a time, I wanted to do a game with a branching story. I could store the current state in a bunch of variables and just write everything like the rest of my game's code. But no, that would be *too simple*. I briefly looked at [ink](https://github.com/inkle/ink), which looked nice but lacked some features I felt like I needed. Mainly, I wanted something more language independant and less linear. Also, I wasn't a fan of the syntax. And I'm a weirdo who make their game in Lua. +Once upon a time, I wanted to do a game with a branching story. I could store the current state in a bunch of variables and just write everything like the rest of my game's code. But no, that would be *too simple*. I briefly looked at [ink](https://github.com/inkle/ink), which looked nice but lacked some features I felt like I needed. Mainly, I wanted something more language independant and less linear. Also, I wasn't a fan of the syntax. And I'm a weirdo who make their game in Lua *and* likes making their own scripting languages (by the way, if you like Lua but not my weird idiosyncratic language, there's actually some other options ([Erogodic](https://github.com/oniietzschan/erogodic) looks nice)). So, here we go. Let's make a new scripting language.