Computer Games You Can Program Yourself (1978)
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The first disk contains a typical BASIC programming tutorial.
The second disk contained 15-or-so of games written in BASIC. Some graphics games, some text games.
The book contained a high-level design document for each of the games on the second disk, along with a low-level, line-by-line explanation of each line of code. It's amazing.
I would have killed for something like that as a kid.
Crowdsourcing techniques might help at some point in the future, but we still aren't connected enough to make professional-level creative collaborations as simple as joining a game of Quake.
I just tossed some other projects aside and started working on something this evening that puts my thoughts on simplifying the design process into code. It'll be able to make something roughly akin to a single-player hypertext-game or visual novel. Once it hits that goal, gradually I'll expand it and make it more ambitious.
Sometimes I wonder how kids can learn programing by themselves now, there's no environment directly available and if their parents don't introduce it to them, I don't think they'll stumble that easily into it...
What was great at the time, is that any kid who had a computer or access to a computer would sooner or later play a bit with basic and try their hand at programming a bit
That wasn't 3-2-1 Contact magazine by any chance, was it? Because I remember typing the BASIC games they published into our computer.
I'm pretty sure that the programs they published were submitted by readers, but it's been a long time since I last saw that magazine, so my memory is fuzzy.
On the other hand, they have lots of reasons to search about programming (think of the mandatory techie present in most TV shows) and there are really nice tools to learn these days. I am thinking for example of Scratch, an MIT project devoted to learn programming to kids http://scratch.mit.edu/.
So resources are there and there are lots of spark that could ignite kids interest into programming but the real problem, I think, is not availability or interest, but the availability of "funnier" and "easier" things to do on a computer : social networks, downpour of games (when I was a kid, getting 2 games a year was a tremendous boon. Today, my nephew has access to more games than he could ever dream to play).
This has been in fact described quite well by PG in his essay : The acceleration of addictiveness http://www.paulgraham.com/addiction.html
My favorite line is from that game: 32 PRINT " CHICKEN!!!"
The charm of a Jr. High kid armed with BASIC programming skills!
"I have loads of games for my Amiga."
"Yeah, well I program games myself on my Spectrum."
"So do I! I know how to write in programming language." /bluffing
"Me too. I know BASIC." /massive bluff, expecting opponent to fold
"Yeah, BASIC is quite easy." /poker face
There's a long slide deck included that goes over the features and their use as incremental teaching tools.
Here's a standalone turtle game development tool that basically wraps python's turtle and gives it some comfortable defaults for people who aren't ready to think about python or modules just yet: http://pythonturtle.org/
Why do you say your entire philosophy?