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	<title>Comments on: Project Tarot: End of week</title>
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		<title>By: David Shaw</title>
		<link>http://www.trazoi.com/2009/12/17/project-tarot-end-of-week/comment-page-1/#comment-105</link>
		<dc:creator>David Shaw</dc:creator>
		<pubDate>Sat, 02 Jan 2010 22:42:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=197#comment-105</guid>
		<description>Yes, I&#039;m a bit wary I&#039;m spending too long shopping around for the &quot;perfect&quot; language and approach, rather than knuckling down with the one I know best.

The prototype above for Tarot was written in C, which is the programming language I know best. C is quite low level when compared with languages used these days, which is good if you need hand-written speedy code. The downside is that it&#039;s easy to get bogged down in small implementation details. I spent a lot of my time in the prototype above writing code that comes for free with the libraries that come with Python. You&#039;ve also got to put some effort into managing all your data, which is distracting when you&#039;re intending to belt out ideas.

Python is nice in that it has libraries for near everything and a syntax that makes it easy to cobble parts together. It&#039;s a lot faster to get something up and running in Python than with C, even with the use of libraries. My main drawback with Python is inexperience; I&#039;ve been using it for a year or two now, but I&#039;ve only written rather small programs and my code tends to be somewhat &quot;C-like&quot; rather than using the full strength of Python.

Flash is something I&#039;ve dabbled in, but it hasn&#039;t yet clicked with me. I still think it&#039;s worth learning as posting apps and games to play in web browsers online is really useful, but I&#039;m uncertain as to whether it&#039;s worth using by me as a prototyping tool due to my unfamiliarity with it.

Summary: Python seems to be best for messy on-the-fly code, which is what I write when I prototype. C is good if I can plan the code in advance. Logically it seems best to start in Python, then move towards C if I need to.

And I&#039;ll try to blog more in 2010 as I go (I&#039;m not a natural blogger yet). Should be an interesting year. ;)</description>
		<content:encoded><![CDATA[<p>Yes, I&#8217;m a bit wary I&#8217;m spending too long shopping around for the &#8220;perfect&#8221; language and approach, rather than knuckling down with the one I know best.</p>
<p>The prototype above for Tarot was written in C, which is the programming language I know best. C is quite low level when compared with languages used these days, which is good if you need hand-written speedy code. The downside is that it&#8217;s easy to get bogged down in small implementation details. I spent a lot of my time in the prototype above writing code that comes for free with the libraries that come with Python. You&#8217;ve also got to put some effort into managing all your data, which is distracting when you&#8217;re intending to belt out ideas.</p>
<p>Python is nice in that it has libraries for near everything and a syntax that makes it easy to cobble parts together. It&#8217;s a lot faster to get something up and running in Python than with C, even with the use of libraries. My main drawback with Python is inexperience; I&#8217;ve been using it for a year or two now, but I&#8217;ve only written rather small programs and my code tends to be somewhat &#8220;C-like&#8221; rather than using the full strength of Python.</p>
<p>Flash is something I&#8217;ve dabbled in, but it hasn&#8217;t yet clicked with me. I still think it&#8217;s worth learning as posting apps and games to play in web browsers online is really useful, but I&#8217;m uncertain as to whether it&#8217;s worth using by me as a prototyping tool due to my unfamiliarity with it.</p>
<p>Summary: Python seems to be best for messy on-the-fly code, which is what I write when I prototype. C is good if I can plan the code in advance. Logically it seems best to start in Python, then move towards C if I need to.</p>
<p>And I&#8217;ll try to blog more in 2010 as I go (I&#8217;m not a natural blogger yet). Should be an interesting year. <img src='http://www.trazoi.com/wp-php/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>By: David</title>
		<link>http://www.trazoi.com/2009/12/17/project-tarot-end-of-week/comment-page-1/#comment-104</link>
		<dc:creator>David</dc:creator>
		<pubDate>Sat, 02 Jan 2010 13:38:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=197#comment-104</guid>
		<description>Hi David, I found your blog from your great tutorial on inkscape drawings (based on Order of the Stick). Not the purpose of my comment, but I take the opportunity here to say how much I loved this tutorial. It really rocks. Clear, detailed and real fun to follow. I have now a tiny avatar which I am proud of, thank you for this.

Ok, now, that is not the main subject of my comment. 
Actually, I read your blog because I am also lurking into the possibility of making games myself as job. (I also followed the Andrew Russell blog). Both blogs are very interesting.

I think it is good idea to make a lot of small projects to learn. This makes you more and more familiar with a technology, and you can do better and better things in less and less time. So your 1 week &quot;contest&quot; was a great idea.

Now, what I do not understand is : you are trying the same thing in Python. So you will spend time again to learn a new language, get Python installed, get proper Python games libs, learn their APIs, read Python games tuts and so on...
That&#039;s a lot of time that you could spend trying new game mechanics instead, isn&#039;t it ? 

You spent time to learn Flash, I think, that could be helpful to prototype games.

I just have the feeling you are spending more time learning games technology than  writing games themselves.  

So I am curious to know why ?

Ok, so thank you for your very interesting blog anyway. Looking forward to read it further.</description>
		<content:encoded><![CDATA[<p>Hi David, I found your blog from your great tutorial on inkscape drawings (based on Order of the Stick). Not the purpose of my comment, but I take the opportunity here to say how much I loved this tutorial. It really rocks. Clear, detailed and real fun to follow. I have now a tiny avatar which I am proud of, thank you for this.</p>
<p>Ok, now, that is not the main subject of my comment.<br />
Actually, I read your blog because I am also lurking into the possibility of making games myself as job. (I also followed the Andrew Russell blog). Both blogs are very interesting.</p>
<p>I think it is good idea to make a lot of small projects to learn. This makes you more and more familiar with a technology, and you can do better and better things in less and less time. So your 1 week &#8220;contest&#8221; was a great idea.</p>
<p>Now, what I do not understand is : you are trying the same thing in Python. So you will spend time again to learn a new language, get Python installed, get proper Python games libs, learn their APIs, read Python games tuts and so on&#8230;<br />
That&#8217;s a lot of time that you could spend trying new game mechanics instead, isn&#8217;t it ? </p>
<p>You spent time to learn Flash, I think, that could be helpful to prototype games.</p>
<p>I just have the feeling you are spending more time learning games technology than  writing games themselves.  </p>
<p>So I am curious to know why ?</p>
<p>Ok, so thank you for your very interesting blog anyway. Looking forward to read it further.</p>
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		<title>By: Matthew</title>
		<link>http://www.trazoi.com/2009/12/17/project-tarot-end-of-week/comment-page-1/#comment-93</link>
		<dc:creator>Matthew</dc:creator>
		<pubDate>Thu, 17 Dec 2009 10:32:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.trazoi.com/?p=197#comment-93</guid>
		<description>I think you should stick with a known quantity. Choose a classic arcade game that already has set gameplay and implement it. You are after all seeing what tools work for you and that will take a lot of the pain (and time) out of the week-long project. Something like Asteroids, Space Invaders etc. would be my suggestion.</description>
		<content:encoded><![CDATA[<p>I think you should stick with a known quantity. Choose a classic arcade game that already has set gameplay and implement it. You are after all seeing what tools work for you and that will take a lot of the pain (and time) out of the week-long project. Something like Asteroids, Space Invaders etc. would be my suggestion.</p>
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