When I was younger, I'd write code and print it out to share with friends and family with the most disappointing looks returned. Honestly, I have no idea why and how I have persisted in this field for so long given how isolating it can be.
Even now, I am writing my own programming language (for board games), and I've run into the sales/marketing problem head-on.
I can see a space for something that's largely a DSL with restricted syntax for defining objects, but offers hooks and escapes into code, itself with syntax and abstractions designed to be as graspable as possible, for defining behavior. You could give it to designers and let them focus mostly on building games, not on learning a general-purpose language - think something like Inform 7, but with a different UX target.
A part of my problem is relying on "programming language" when I should really focus on "real-time collaborative database" with "multi-user workflow transactions"
When I was younger, I'd write code and print it out to share with friends and family with the most disappointing looks returned. Honestly, I have no idea why and how I have persisted in this field for so long given how isolating it can be.
Even now, I am writing my own programming language (for board games), and I've run into the sales/marketing problem head-on.