Koto is a programming language I developed with the intention of using it in Zachtronics inspired game. Koto is compiled into bytecode and then executed by a virtual machine that eventually interfaces with the game. Koto itself is written in C#.

I stumbled upon Crafting Interpreters, a book by Robert Nystrom, one day and simply could not put it down. I was immediately motivated to create my own programming language and interpreter, something I had wanted to do for a long time (and attempted many times before). The book is structured, written and illustrated beautifully, and most importantly, in a manner that my brain can happily take in and learn from.

Koto was initially inteded for controlling modular robots that players would build and deploy in an isometric strategy game built in Godot. The robots were to be used for exploring the bottom of a deep ocean with the goal of finding and collecting resources and artifacts.

Koto being used for deep diving robots within Godot

Eventually my ideas about the game drifted away from the initial concept. I also ended up transitioning to Unity to pursue a three dimensional game in an environment I was much more familiar with. Koto was still to be used for controlling robots that the players would stitch together from parts and pieces.

Koto controlling a dapper little crab-bot in Unity