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by nurettin
2670 days ago
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Fire up your python IDE and make a bouncing ball. Nowadays programming feels a lot like an MMORPG. You can't do a solo mission, lest you will get stuck behind some bushes unable to move. You have to go downtown, fetch some libraries, visit their documentation stores, check facebook, take a look at your stackoverflow pending events, polish your IDE to work with whatever you've just downloaded, copy-paste some code, refurniture until it works, then refactor until you are satisfied. Repeat forever. Before, all my turbo pascal adventures were solo missions. Batteries were included. I did not leave the IDE and did not need another book. I did not download additional manuals. It was all there. |
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I also agree that I don't know which took I would point out to a kid wanting to start today, that would not involve a probably complicated setup.
That being said, I also remember being pretty frustrated that the best I was able to do - lacking resources, books, Internet, etc... - was put a couple of pixels around, and pretend it was a game (and be ashamed of it, even if it was in 1993 or something.)
A kid starting Unity3D today, on the other hand, would probably, (after a few hours lost installing stuff), create a decent-looking game in a few weeks of following Youtube tutorials and stealing art assets all over the internet.
Or is it not even possible ?
Anyway, my questions would be: what kind missions where you doing, entirely solo ?
Do you think the language itself had anything to do with the ease of starting ?
Do you think it would be satisfying to someone to start with something that lets them draw stuff, bounce a ball, etc... in a "limited" language, in a "fake" environment, before diving into the "hard" part, trying to do it by hand, etc...