Expand.
I'm possibly in the midst of revising a bunch of my assumptions about how I like to code projects, so I wanted to write down my current thoughts. I'm probably in a honeymoon phase with the new set-up, so it's possible as I work longer I'll run into a bunch of walls and complications and end up re-revising.
I have been avoiding trying Typescript, but I've now seen too much work from people working on involved interfaces (mainly Steve Ruiz's work and the Excalidraw project) to justify not at least trying it. So I've been trying it on the new prototype and I think I like it. Barring running into some tremendous catch, I think I'll use it from here on out.
Refactored to get multiple dsts per src working along with resize.
Eliss - I played this game a fair amount and have been thinking about it a lot lately in relation to multi-touch.
I think this color set-up of background, foreground and highlight could be a good fit for some future projects.
Get a storefront, split it into a front half and a back half. Put six computers in each half. The front half is free for anyone to come and use. The catch is that the free-to-use computers only run the software made in the lab by the in-residence developers that work in the back half.
I think I need to turn recursion off for this project. To be returned to later.
I take a lot of inspiration from video games but I want to make creative tools. What's the difference between a game and a creative tool?
One big difference seems to be the end goal: with a creative tool you make something you want to share outside of the tool. You export something, often an image or a text document. In a game, you're normally working within the game world. Often you're completing quests. For more creation-oriented games like Minecraft, you're building something and you may even share your creation in the form of screenshots or recordings, but still there's a sense that what you made belongs in the game world and is best experienced there.
Another big difference is primitives. In drawing and painting applications, you're often working at a pretty low-level, defining shapes and colors and paths. In games, you're often acting within a world using an avatar. It's more like making scenes with dolls and action figures (or in Minecraft's case, legos) than it is painting or drawing. The distinction seems to carry over pretty cleanly from the physical world. 3D graphics programs or game development tools like Unity possibly make things a little fuzzier, but even there I think the distinction between playing and creating can mostly be classified according to what level you're intervening at.
I meant to write about this quote last time but got sidetracked:
okay, to start, an analogy: long ago, a single person could build the best video game that existed. Adventure didn't require 200 developers and 18 months to get out the door. as technology improved, so did expectations. Adventure was my goal. Today's kids' goal is fortnite. ā@steveklabnik