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An in-depth preview of the YOLOL programming language in the forthcoming space game Starbase. I discuss its potential for helping absolute beginners to learn how to program, as well as what experienced developers can look forward to. 0:23 What is Starbase? 0:40 Why aspiring programmers should know about Starbase 2:23 Demo of how YOLOL works inside the game 7:59 YOLOL language highlights 9:20 YOLOL syntax review 10:06 Complex systems using multiple YOLOL chips 11:36 Features to get excited about 12:39 Starbase for experienced coders 13:14 Starbase for new programmers YOLOL Wiki: https://wiki.starbasegame.com/index.p... Devices Wiki: https://wiki.starbasegame.com/index.p... Cylon YOLOL fan group (check out their Discord): https://github.com/Jerald/yolol-is-cy... Correction @ 8:26 the execution does automatically wrap around again. "The chip will begin executing line 1 again after the last line has been executed (unless the last line contains a goto statement or execution has been paused)". @ 9:46 I'm told we can use parentheses. There's a new programming video game in development that's caught my eye, and that game is Starbase. In this video, I want to do an in-depth review of what we know so far about YOLOL, the in-game programming language, as well as talk about Starbase's potential for helping beginners learn how to program. If you haven't heard of Starbase yet, it's an MMO, set in space, where gameplay is focused on building spaceships and stations, trading designs and resources, and of course trying to blow up other people's creations. Starbase is set to be released later this year, with early access hopefully starting soon. So as an aspiring programmer, why should you be interested in this game? In Starbase, as you build your ships and your space station, you have access to a wide array of different devices you can install on them. And each of these devices has properties that you, as a player, have access to, both for reading and writing. Now to power your devices, you must connect them to a power source, something like a battery or generator. And I mention this because these blue cables that you lay transmit not only power, but also data from every device on the same network. This allows you to add a button device that can control, for example, whether your light is turned on or off. Or, as shown here, a lever that controls the color of your lights. And this is the part that gets interesting for programmers. The logic that controls what a button does isn't built into the button itself, rather you must write the logic for it on a programmable chip. And these chips can be used to not only control simple things like a light switch, but to automate all aspects of your ship. You can even automate entire factory production lines to produce salable goods. This is possible because these programmable chips are able to read from and write to every device on the same network. And by changing the properties on those devices you can get work done: whether that's turning on a thruster, or moving a robotic arm, or firing your weapons. Now for programming these chips, FrozenByte, the developers of this game, have created a brand new programming language that they're calling YOLOL. So let's dig deeper into what this code looks like and how it works. To make sure you have enough context, I'm going to break down this recently released video from the developers that shows how you might set up a tripwire to make a light blink. In the first part of this clip, you can see the player is installing a range finder device on his ship that crosses in front of the doorway. After it's installed, he manually adjusts the properties on this device. The first field he's editing is the "RangeFinderOnState". And you can see that you're able to edit both the value, where 1 is on and 0 is off, and you can also change the name of this property. This is important, because this field name becomes the variable name you use to access this property when you're writing your YOLOL script. If you ever forget which property this variable is referencing, you can always look down at the field details and see the "Local Key" to see the original name of this field. So this player has renamed the "RangeFinderOnState" to just "Range", and the "F" property down here, if the player were to click it, you'd see that this is the "RangeFinderDistance" property. So you can see initially the player turns on the range finder by setting "Range" to 1, and then he sets "F", which is the distance property, to 25 so that the initial value matches the "RangeFinderSearchLength". Continue with the written guide here: https://learncodebygaming.com/blog/st...