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Code Hero: Play and Learn

mikejuk writes with a bit from I Programmer on what sounds like an intriguing new game: "If you're bored with games where you run around shooting soldiers or monsters, how about a game where you shoot enemies to win computer code snippets that you can then use to shape the reality around you? It's good to play and good enough to win both the Editor's Choice and Kid's Choice at this year's Bay Area Maker Faire." The linked story has a video demo, too.

101 comments

  1. A primitive Matrix by Baloroth · · Score: 2

    It looks like an attempt to create a Matrix-style world where you can shape it in real time. I'd worry a bit about it being over-simplified, but it does look (from the video) like you can type actual real code, so a good start.

    Reminds me (a bit) of Droidbattles. The problem in coding games is to create some objective for the code. Simply wandering around changing the world is cool, but it would get boring pretty quick, and it won't have many players without some goal behind the coding. So, a war between several sides, or battles between programs, something like that. Otherwise it's just a harder to use sandbox game. Which is cool and all, but not terribly interesting from a gameplay aspect.

    --
    "None can love freedom heartily, but good men; the rest love not freedom, but license." --John Milton
    1. Re:A primitive Matrix by Anonymous+Cowar · · Score: 1

      Imagine minecraft with an in game coding interface. It would get pretty crazy really quick.

    2. Re:A primitive Matrix by Anonymous Coward · · Score: 1

      http://code.google.com/p/digdigrpg/wiki/Main like this ? it's a minecraft open source clone with a "python console" block

    3. Re:A primitive Matrix by chuckymonkey · · Score: 1

      That would be crazy amounts of fun, I think this is something that should be suggested to Notch.

      --
      "Some books contain the machinery required to create and sustain universes."-Tycho
    4. Re:A primitive Matrix by GameboyRMH · · Score: 1

      Nice, I'll have to try that.

      --
      "When information is power, privacy is freedom" - Jah-Wren Ryel
    5. Re:A primitive Matrix by Anonymous Coward · · Score: 0

      Wow someone built a game that makes minecraft look like quality graphics!

    6. Re:A primitive Matrix by nacturation · · Score: 1

      Except for the green Matrix code-style walls, I thought it was much more like Tron (the original movie).

      --
      Want to improve your Karma? Instead of "Post Anonymously", try the "Post Humously" option.
    7. Re:A primitive Matrix by LXPK · · Score: 3, Informative

      Both Tron and MAtrix are big inspirations but we take the actual literal reality of what exists in a 3D game engine world simulation as the rules of the land rather than making up movie-friendly metaphors with nerdy words. Matrix and Tron and Star Wars are all essentially fantasy sci fi: Lots of fun, but not closely linked to a physical reality. Although Code Hero takes place in a Matrix-like world, it has definite rules which players can master and exploit and one can parlay that mastery into creating your own games and pursuing other computer science inspired paths.

      We're working to make the visuals more informative and interactive gameplay-wise than being merely eye-candy. Hence the green walls of code are not japanese gibberish but javascript that can be read and used and manipulated.

      If you see a pretty graphical effect, the code glowing in it may in fact be the shader code that generates itself.

    8. Re:A primitive Matrix by LXPK · · Score: 1

      Quite right. Code hero is fun as a creative challenge, but story and conflict are what drives the player to give them a REASON to make each creative leap. There is a sandbox mode where you can create and eventually share your worlds, but to start the priority is for young people who try it to get hooked enough so we can turn them into coders.

    9. Re:A primitive Matrix by Opportunist · · Score: 2

      Graphics? Is that all that matters? Just to use a car analogy, it's like buying a car for the new car smell, ignoring its performance or mileage.

      In a nutshell, the "wow" effect wears off rather quickly. After that, what's left is gameplay. And given the choice between graphics that requires me to buy the next generation graphics card for 1000+ bucks and gameplay that keeps me hooked beyond the time when a throwaway computer could render it sensibly, I choose gameplay over graphics any time.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    10. Re:A primitive Matrix by tehcyder · · Score: 1

      Imagine minecraft with an in game coding interface. It would get pretty crazy really quick.

      But would it still look like shit, like minecraft?

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    11. Re:A primitive Matrix by tehcyder · · Score: 1

      Wow someone built a game that makes minecraft look like quality graphics!

      Minecraft doesn't even have high quality graphics compared with Doom.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    12. Re:A primitive Matrix by tehcyder · · Score: 1

      Graphics? Is that all that matters? Just to use a car analogy, it's like buying a car for the new car smell, ignoring its performance or mileage.

      Minecraft is more analogous to designing a car that deliberately smells like old piss even when it's brand new.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    13. Re:A primitive Matrix by billcopc · · Score: 1

      I'd say Ken's Labyrinth.

      --
      -Billco, Fnarg.com
    14. Re:A primitive Matrix by Anonymous Coward · · Score: 0

      Ah, so that explains what the greatest flaw of the game will be - you won't actually be facing a real human-equivalent AI at the end of the game. Unless you guys have made some serious breakthroughs in JIT compiling and machine learning, your big boss won't have much more than an interesting array of pre-generated code snippets to throw at the player. You can try to balance things out by having Null be much faster than the player, but if the player has already learned code to specify and target in-game entities, being fast won't really help.

      Ok, I am really curious, how are you handling boss-battles?

    15. Re:A primitive Matrix by Anonymous Coward · · Score: 0

      Graphics? Is that all that matters? Just to use a car analogy, it's like buying a car for the new car smell, ignoring its performance or mileage.

      Nope, it's much more like buying a car based on its design (you know, buying a ferrari instead of a ford, even though the ford's mileage is better ...)

  2. looks like fun... by MakinBacon · · Score: 1

    But I'm not sure I would want to use this as a learning tool if I didn't already know how to program computers. From what I can tell based on the video, it teaches you by showing you snippets of code and allowing you to see what they do, which could be confusing for somebody with no prior coding experience. In addition, it seems that code snippets in this game require a basic understanding of vector math/linear algebra - something that's an essential part of games and simulation, but might serve only to increase the learning curve for somebody new to all this.

    At any rate, it does look like an interesting way to engage somebody who already knows how to code but doesn't do it unless required by work/school. I definitely plan to try this out and pass it on to my friends if it's as fun as it looks.

    1. Re:looks like fun... by Anonymous Coward · · Score: 0

      GameObject.FindByName("Player").win(); That is not a very hard game.

    2. Re:looks like fun... by MakinBacon · · Score: 1

      GameObject.FindByName("Player").win(); That is not a very hard game.

      It is when none of those methods are implemented.

    3. Re:looks like fun... by Anonymous Coward · · Score: 0
      win(){ self.score =9001; //or what ever is the wining condition. }

      The rest is already implemented. Watch the video.

    4. Re:looks like fun... by metacell · · Score: 1

      It doesn't have to be available to the player. The game can have an API with all the functions the player can access. The in-game code can be interpreted.

    5. Re:looks like fun... by LXPK · · Score: 3, Informative

      What does Player.score say about his power level - What? It's OVER 9000!!!!!!!

      (You guessed one of the easter eggs in the game, it doesn't work but it wins you an achievement for trying anyways )

      Alex Peake, Code Hero creater / Primer Labs founder

    6. Re:looks like fun... by LXPK · · Score: 2

      There are indeed heavy permissions on what you can eval in-game. Circumventing some of those is half the fun.

  3. Copy and paste? by coolmadsi · · Score: 1

    I think I may now have an vague idea how actual guitar players feel about Guitar Hero. Copying and pasting code should generally be avoided (refactored instead of duplicated if possible). Otherwise, if there is a bug in the code copied, you have to fix it in multiple places.

    That said, the game concept is an interesting one

    1. Re:Copy and paste? by tepples · · Score: 1

      I think I may now have an vague idea how actual guitar players feel about Guitar Hero. Copying and pasting code should generally be avoided (refactored instead of duplicated if possible).

      Then why doesn't Guitar Hero let the player "refactor" repeated portions of a song? It happens in a real recording studio.

    2. Re:Copy and paste? by Rizimar · · Score: 2

      Because in Guitar Hero, you're in a band playing to an audience live and not in a recording studio session.

    3. Re:Copy and paste? by SanityInAnarchy · · Score: 1

      The concept I got from the video was less that you'd be copying and pasting code, and more that you might have "copy and paste" as a code snippet which you could use on the actual game world.

      --
      Don't thank God, thank a doctor!
    4. Re:Copy and paste? by LXPK · · Score: 4, Informative

      Creator here: Copying code is analogous to finding items in a regular RPG FPS. You can bind code to any hotkey on the keyboard till you are bristling with tools for creating and combating anything imaginable. But you can also instantly edit the code mid-combat or while solving puzzles to tweak variables at first and eventually to write your own code to solve problems.

      Gamer gamers can enjoy this without knowing exactly how code works, but the story is full of actual training opportunities that teach you from syntax up to actual game development in Unity3D.

    5. Re:Copy and paste? by Opportunist · · Score: 1

      Then why does the crowd boo me off stage when I play badly? When has this happened to any of the no-talent bands lately that can't play a note if it hits them?

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    6. Re:Copy and paste? by Rizimar · · Score: 1

      Then why does the crowd boo me off stage when I play badly?

      Because you're playing badly.

      When has this happened to any of the no-talent bands lately that can't play a note if it hits them?

      People tend to go see bands that they like who can usually play their own songs live.

    7. Re:Copy and paste? by adeft · · Score: 1

      Actual guitar player here. Guitar hero / rock band is just a fun means to drink beer and play a video game with friends. No reason to compare it to the real activity....and I find it really annoying when "real musicians" would criticise the the game. Some people don't like fun I guess.

    8. Re:Copy and paste? by kwoff · · Score: 1

      Copying and pasting code should generally be avoided (refactored instead of duplicated if possible). Otherwise, if there is a bug in the code copied, you have to fix it in multiple places.

      Gasp, you have to fix it in multiple places? Sorry, but compared to refactoring, that is much faster. Especially if you're programming professionally, you avoid refactoring and copy/paste like a WINNER! Refactoring is a waste of time on code that you're probably going to throw away anyway. Refactoring (except when necessary) is a best practice only for people who write books or blogs, not for real programmers. Refactor only after you copy/pasted at least 10 times and you're pretty sure that you'll have to do it many more times.

    9. Re:Copy and paste? by billcopc · · Score: 1

      As someone who used to play Guitar Hero weekly with a few friends at our dorky bar, we got a lot of those whiners. The most commonly heard criticism was "if you have time to play that stupid thing, you have time to take guitar lessons". And then we'd politely tell the craggy old hippie to go fuck himself.

      Sure, we could all have stayed home and practiced guitar until our fingers were reduced to bloody stumps, but that's beside the point. The interaction with the game was merely an excuse to hang out with a bunch of new people. Were it not for that "stupid game", I would not be running an indie label today, and I probably wouldn't be taking actual guitar lessons either, because I would not have met any of the like-minded people that have made these things possible for me. Formal music school was never my bag, I've tried it enough times to know that much. I discovered a bunch of local musicians, they discovered my tech geekdom, and before we knew it, we were forging solid relationships and combining our skills to further each other's goals.

      Now, back to the topic: I think Code Hero is an interesting idea. I'm not sure I dig the FPS concept so much, but I find the prospect of learning real game programming in convenient little bite-sized pieces extremely appealing. This is like a giant version of those sandbox projects we all create when we're testing out a new idea, only better. It's like setting a breakpoint in your IDE, then changing the code on-the-fly, without having to recompile and relaunch the process. Fifteen years ago, I created something similar to help me figure out 3D texturing (in software). Being able to tweak and test your code in real-time and see immediate results is invaluable, especially when learning something new.

      --
      -Billco, Fnarg.com
    10. Re:Copy and paste? by Opportunist · · Score: 1

      If playing badly was a criterion, a lot of those wannabe-bands would be kicked out the building, not just off stage.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    11. Re:Copy and paste? by SanityInAnarchy · · Score: 1

      That's cool, and also practical, but also frightens me a bit. While I don't know of a better way of doing it, that is effectively training people that the way to code something is to find something similar and copy/paste.

      About the only way I can think of also teaching DRY in a game is by giving the player a severely restricted environment either in terms of amount of source code or memory usage.

      --
      Don't thank God, thank a doctor!
  4. Re:My first script... by poofmeisterp · · Score: 1

    Actually, it would be "exit 0" with no parenthesis for a shell script. Damn.

    My point made. Bad game language screwed with my brain. lol

  5. Re:My first script... by Columcille · · Score: 2

    Error: Assignment operator found in line 1.

    --
    I love my sig.
  6. Interesting Idea by Rizimar · · Score: 2

    I really like the cyberpunk virtual reality setting. It looks like a game straight out of the 90's. The concept of Code Hero sounds great, too, but the gameplay itself doesn't look all that interesting. It's hard to tell what the game will actually be like from descriptions and an in-development video, but it seems like there's a combination of shooting code blocks from a first-person perspective and actually writing code. I imagine that stopping to type code would slow down the rest of the game, but I'll watch the development because this could turn out to be very promising. Until then, it's making me want to replay the original System Shock where you can also enter a virtual reality and fight an evil AI from a first-person perspective.

    1. Re:Interesting Idea by phantomfive · · Score: 1

      I've noticed that you can usually tell the artistic quality of the people who make games based on what decade it looks like it came from. My stuff looks like it came from the 80s. Wonderful. These guys probably wrote code that looks like it came from the 90s because that is their skill level.

      To make a modern looking game, you really need professional artists, and even actors and directors, etc.

      --
      "First they came for the slanderers and i said nothing."
    2. Re:Interesting Idea by Rizimar · · Score: 1

      Would you say that it would be the technical quality rather than the artistic quality of the developers?

      I also didn't mean to imply that it looking like it's from the 90's is bad if I did; on the contrary, the style works for this type of game. It's in cyberspace, so everything looking abstract and computer-generated works for it.

    3. Re:Interesting Idea by phantomfive · · Score: 1

      Of course it's both, but building up the technical quality to write a game from the 90s isn't much harder than building up the technical qualities to write a game from the 80s. Back then, of course it was hard, they were pushing the limits of the machine, and that was true in both the 80s and 90s. Now the libraries are easier to use (you can download free, full-feature 3d shooter engines), the knowledge is more available (you can buy books that will teach you to make said engines), and you have lots of extra processor time (you could probably write one in Java without too much trouble). So becoming technically proficient isn't as hard.

      I wasn't trying to insult them, just pointing out that the reason they chose to make it look like a 90s game is because it was easier to do without hiring so many artists.

      --
      "First they came for the slanderers and i said nothing."
    4. Re:Interesting Idea by SanityInAnarchy · · Score: 2

      I imagine that stopping to type code would slow down the rest of the game...

      Maybe, but I don't see that causing problems in other games. Mass Effect, for instance, allows me to select abilities, change weapons, and otherwise order my squad around while the game is paused, but it's not like I'm tempted to stay in that mode forever -- more likely, I get into that for a few seconds, then back into the game.

      Plus, it has a giant threatening countdown. I wonder if that pauses while you're typing code.

      And I'm not going to lie, the gameplay is what looks most interesting here:

      there's a combination of shooting code blocks from a first-person perspective and actually writing code.

      Come on! Who doesn't want a game that lets you write code and then apply it to a game world using a gun?

      --
      Don't thank God, thank a doctor!
    5. Re:Interesting Idea by Anonymous Coward · · Score: 0

      That's not really true, I've made small prototypes of shooters that could have came from the present or maybe a few years ago. Actually finishing them and completing full games would be tough but it's doable.

    6. Re:Interesting Idea by Rizimar · · Score: 1

      Mass Effect, for instance, allows me to select abilities, change weapons, and otherwise order my squad around while the game is paused, but it's not like I'm tempted to stay in that mode forever -- more likely, I get into that for a few seconds, then back into the game. Plus, it has a giant threatening countdown. I wonder if that pauses while you're typing code.

      Yeah, but there's arguably more room for error when typing code instead of commanding squads and customizing your character. You'd have to learn the syntax for the game as well. I'm not saying that this will be a drawback or anything like that, but rather that I'm worried about how well this gameplay will be executed when Code Hero is finished.

      Come on! Who doesn't want a game that lets you write code and then apply it to a game world using a gun?

      That is one of the coolest ideas I've heard of in a long time, to be honest :D

    7. Re:Interesting Idea by SanityInAnarchy · · Score: 1

      Yeah, but there's arguably more room for error when typing code instead of commanding squads and customizing your character.

      I suppose, but then, there's also more error using mouse-aiming and WASD rather than auto-aim on a rail. Which one is more fun? I'm not even sure that I'm slower when I play without any sort of auto-aiming than when I have the game effectively cheat for me.

      You'd have to learn the syntax for the game as well.

      It's JavaScript. You might need to learn a library, but presumably it'd teach you.

      --
      Don't thank God, thank a doctor!
  7. Re:My first script... by poofmeisterp · · Score: 1

    echo "I don't have enough coffee to script again. Replace = with ==" ;

    exit 255

  8. Awesome! by pigscanfly.ca · · Score: 1

    Super cool to see this on /., I know one of the guys behind it from SF and seeing him around a few hack nights. Anything to get more people interested in codeing :)

    1. Re:Awesome! by Anonymous Coward · · Score: 0

      If it gets people more interested in codeine, it can only be a good thing.

    2. Re:Awesome! by Jaxoreth · · Score: 1

      I think everyone at Noisebridge knows the Code Hero team. :-)

      --
      In general, it is safe and legal to kill your children. -- POSIX Programmer's Guide
    3. Re:Awesome! by LXPK · · Score: 1

      Noisebridge.net Hackerspace represent :) How many slashdotters haven't been to a hackerspace yet?

      http://www.Hackerspaces.org has a list of hackerspaces in your area, check them out.

  9. How to teach kids to code by Anonymous Coward · · Score: 1

    In the UK, most schools were kitted out with BBC Model B Micro computers in the mid-1980's. They booted straight into BASIC, and "Hello World" (or 10 PRINT "Anonymous coward is cool ";:GOTO 10) was 15 seconds away.

    Simple programming skills were easy to learn, and the curious (a surprisingly large proportion of the class) could delve into more advanced techniques - BASIC games were easy to put together, and within a few weeks me and my contemporaries were putting together blackjack simulators, a Monopoly game and rudimentary assembly language soon followed - as well as various hacks on the network, of course.

    It was FUN. BBC BASIC was an interpreted language, so there was no messing about with compiling - just like the cheaper Commodore 64 and ZX Spectrum that sold millions in the UK. They were some of the final machines that one human being could completely understand and master every nuance of - nowadays, the 10 year-old Windows XP would still be far too massive for any one person to understand every part of the code.

    Anyway, my anon comment is unlikely to see the light of day. Now they teach Word and Excel at school FFS.

    http://www2.b3ta.com/heyhey16k/

  10. Cool idea, Terrible awful art by Anonymous Coward · · Score: 0

    Could they not find a digital artist ANYWHERE?

    1. Re:Cool idea, Terrible awful art by LXPK · · Score: 1

      That art was all done by us programmers in prototyping gameplay. We have artists, they're working on stuff that's not in the trailer yet :)

  11. Re:My first script... by poofmeisterp · · Score: 1

    It's been way too long. Corrected script:

    if [[ $modPointsup = "+1" ]] ; then
                    LikeThisGame="Yes" ;

    else
                    LikeThisGame="No" ;
    fi

    echo "Do I like this game? ${LikeThisGame}."
    echo "LOL. Come on... Humor."

    exit 0

  12. Create your own munitions by pavon · · Score: 1

    public class Bomb
    {
        public static void main(String[] args) throws java.io.IOException {
            while(true) {
                String path = System.getProperty("java.class.path");
                Runtime.getRuntime().exec(new String[]{"java", "-cp", path, class.getSimpleName()});
            }
        }
    }

    1. Re:Create your own munitions by Isaac+Remuant · · Score: 1

      I thought you were able to shoot JavaScript code, not java. But I've just skimmed the article and the comments for decent jokes... :P

      I'll check it out a bit more in depth later.

      --
      "Science can amuse and fascinate us all, but it is engineering that changes the world. " - Asimov.
    2. Re:Create your own munitions by SanityInAnarchy · · Score: 1

      It is JavaScript code.

      WTF, Slashdot. Java has never been JavaScript. Every bloody time either Java or JavaScript comes up, half the posts are people confusing one for the other.

      --
      Don't thank God, thank a doctor!
    3. Re:Create your own munitions by styrotech · · Score: 1

      Well if somebody just read the linked article and didn't watch the youtube video or go to the game site, they'd probably think the game was based on Java too. It was the original article that made that mistake.

      You can't really blame Slashdotters this time.

    4. Re:Create your own munitions by pavon · · Score: 1

      My bad. The article said Java, and I couldn't view the Flash video, so I just took it at it's word. I didn't visit the developers website till after I posted.

  13. look like tron 2.0 that was MADE in 2003 by Joe_Dragon · · Score: 1

    Good idea but the art needs to be a lot more up to date.

  14. Re:My first script... by Anonymous Coward · · Score: 0

    That was a shell script? Oh my. Why are there single parens used as the conditional (that starts a subshell and evaluates the code, which will fail because spaces around the single = are invalid outside of double-parens or double-quare brackets), and why are there curly braces around the conditional-controlled blocks (which work ok, but limits variable scope to just the contained block, meaning your print will be using a non-existant variable)? You really do need some more coffee. :)

  15. Re:My first script... by cloudmaster · · Score: 1

    Single equals is the comparison operator if it's inside [[ ]] or following the test command (or within single []). It only works for assignment if there aren't spaces around it. :)

    Wanna know what I think would actually happen? No? Ok, here it is anyway:

    Let's assume the missing "fi" is added to close the if/else. The single parens after the if will execute a subshell. Then, in that subshell, $modPointsUp will be expanded, the first word in that expansion will be treated as a command, and any subsequent words will be arguments to that command. The = and "+1" will also be passed as arguments to the command. More than likely, the "command" will be not found, which will return false and generate an error message on STDERR. The exit code of the subshell will then be false, causing the if to select the else block. Because the code inside the else is wrapped in curly braces, variable assignment will be limited to the scope defined by the braces. So, when the echo lines run, the variable will not be set (different scope), and it'll output "Do I like this game? ."

    Then the exit(0) will cause a failure 'cause of the parens, and the script will exit false.

    I'm pretty sure that, within the coding game, running this code would invert gravity and cause everything to look like a Dali painting. :)

  16. Watch the video. by SanityInAnarchy · · Score: 1

    It definitely looks like they're trying to have a plot and a goal.

    Put it another way: Remember the Matrix games? They were all entertaining, and they were all about real goals, just like the movies were. However, they had no actual coding or hacking in them -- one had a commandline minigame, but as far as actual gameplay, they were shooters/fighters with additional powers -- so, "hacking" the Matrix boiled down to something like Force abilities in a Star Wars game.

    But why couldn't a Matrix game allow you to do stuff like this?

    --
    Don't thank God, thank a doctor!
    1. Re:Watch the video. by LXPK · · Score: 1

      I loved Enter The Matrix and played it all the way through with a friend. Good example. Matrix had bullet time, Code Hero has codefoo.

  17. It's not Java! by SanityInAnarchy · · Score: 3, Informative

    How many times do we have to correct this?

    Javascript is not Java.

    And it's more Scheme-like than you think, but with an ALGOL-enough syntax that people can pick it up much more easily.

    --
    Don't thank God, thank a doctor!
    1. Re:It's not Java! by Lisandro · · Score: 1

      "Java" is to "JavaScript" as "ham" is to "hamster".

  18. Why? by SanityInAnarchy · · Score: 1

    I mean, Darwinia was deliberately retro, yet still fun. Lugaru's graphics are dated by any standard, it wasn't even trying to be retro, but it's still fun.

    Honestly, would you rather play Crysis or something that's actually fun?

    --
    Don't thank God, thank a doctor!
    1. Re:Why? by Anonymous Coward · · Score: 0

      what if crysis is fun
      some people have fun in it

      but of course some games do look good but play badly

  19. Code Hero: by Zanterian · · Score: 1

    Making it even easier to shoot yourself in the foot.

    1. Re:Code Hero: by Anonymous Coward · · Score: 0

      Making it even easier to shoot yourself in the foot.

      I can has C++ canon, plz? kthxbai

  20. Awesome idea by flimflammer · · Score: 1

    But the graphics could use some work. It looks almost hard to navigate being of such quality.

  21. You fight an evil AI named "Null" by Anonymous Coward · · Score: 0

    I guess that makes you...
    a null terminator.

    YEEEEEEEEEAAAAAAAAAAAAAH

    1. Re:You fight an evil AI named "Null" by LXPK · · Score: 1

      Hahaha, that's one Null pun we hadn't thought of yet.

  22. Re:Positive gaming by Anonymous Coward · · Score: 1, Funny

    How about a flight simulator where you dodge skyscrapers?

  23. Multiplayer!! by MarkvW · · Score: 1

    Multiplayer would make this very interesting.

  24. core wars by glide · · Score: 0

    anyone remember core wars? you wrote little c-like programs that would hunt thought "core memory" and attempt to destroy your opponents code.

  25. How about a game where you don't shoot? by JimMcc · · Score: 1

    This isn't a pacifist vs free expression thought, or a think-of-the-children and how there minds might be warped, type of comment. A lot of people enjoy FPS and other types of shooter games. Nothing wrong with that. But I personally like thinking / exploring games. The Myst series was my ideal type of game. I don't want an adrenalin fix. I want an immersive environment that presents me with challenges and puzzles which allow me to think quietly and not fight a clock. But based upon what is available on the marketplace, I am a very small minority which is not catered to by the gaming industry. Oh well, I keep hoping for something new.

    1. Re:How about a game where you don't shoot? by DEmmons · · Score: 1

      no you absolutely have a point, people have become used to being ridiculously over-armed in first-person games, which is too bad because it's a perspective that is great for immersiveness. Minecraft lets you do a lot more than shoot stuff, but others that exist are much less well-known. The Penumbra series and their successor, Amnesia, are games made by someone who has the same view, except with the adrenaline fix and a hearty dose of pure horror mixed in. I'm not sure if I know any recent titles that capture the qualities of Myst, but I'd be happy to see some, even if the overuse of puzzles turned me off to that series when I was younger.

    2. Re:How about a game where you don't shoot? by Anonymous Coward · · Score: 0

      A lot of people enjoy FPS and other types of shooter games. Nothing wrong with that. But I personally like thinking / exploring games. The Myst series was my ideal type of game.

      Why don't you write one? TIM-like?

    3. Re:How about a game where you don't shoot? by DNS-and-BIND · · Score: 1

      Myst? The game that was purely graphics, with no game there? Not surprised you don't like action games. Why not just say that, without the suspicious disclaimer about wanting to warp children's minds? What the hell...

      --
      Shutting down free speech with violence isn't fighting fascism. It IS fascism!
    4. Re:How about a game where you don't shoot? by Anonymous Coward · · Score: 0

      professor fizzwizzle!

      That'll keep you happy for a year or so.

    5. Re:How about a game where you don't shoot? by LXPK · · Score: 1

      We're working on a balance between puzzle exploration and action so both kinds of players will be happy.

  26. Eval() by Varnae · · Score: 1

    I do hope he isn't just running a blind eval() on whatever the input string he gets from the player. "while(true) {GameObject.FindWithTag ("Player").transform.position.y+=100;}" would be fun to watch. Or even better "var temp : Array; temp.Push(1);" ==> null ref exception ==> crashed game.

    1. Re:Eval() by LXPK · · Score: 1

      It's a very proactively secured eval but when players do crash the game in interesting ways we want to give them achievement points so at least they get something after they restart.

  27. IAMA Code Hero Creator Alex Peake Ask Me Anything by LXPK · · Score: 1

    Hi! I tried to post earlier but I probably got tab-sidetracked after hitting Preview.

    I founded Primer Labs and created Code Hero.

    Thanks for all your excellent feedback!

    This is our second time on Slashdot in a month as my talk about autocatalyzing mentor AI was linked here to the article based on the transcript of the video:

    http://primerlabs.com/slashdottedaccelor8r

    In a nutshell, game AI that teaches kids how to code better game AI that teach kids how to code better game AI until the kids start to pick up the traits of their new additional parental mentors.

    The graphics there in the trailer were just prototypes made by us programmers.

    The final art design has only begun.

    We'll have more to announce soon, but I'm happy to answer questions here or by email at alex@primerlabs.com

    If you are a Unity3D-experienced or curious developer interested in contributing, contact careers@primerlabs.com.

  28. Which license, bitches? by Anonymous Coward · · Score: 0

    The most important feature of a program and you don't even mention it...

    1. Re:Which license, bitches? by LXPK · · Score: 1

      We're developing on Unity3D, which is free but not open-source. As much of the game code as possible will be open and exposed to the player in-game without breaking the security model and content created in Code Hero will be importable to and exportable from Unity3D. There's a code.license and code.permissions field, so it is possible that player could choose how to license the code they create.

  29. Re:IAMA Code Hero Creator Alex Peake Ask Me Anythi by LXPK · · Score: 1

    Well it looks like this time we got well and truly slashdotted. Our site is down! It's an honor.

  30. Re:Positive gaming by LXPK · · Score: 1

    Code Hero is about creating the future, and we definitely care about making it fun for players who want to build and accomplish things that really mean something for humanity. First and foremost, Code Hero is designed to spur real accomplishment so the conflicts and challenges in the game are spurring the player to acheive real code mastery and creativity that could set lives in new directions and spur invention and achievement which benefits us all.

    Slashdot has been the place I connected with my fellow geeks and hackers since I was a 12 year old newb, and this is our way of spreading the gift of geek in a way that every person can get into.

  31. Cool by Lisandro · · Score: 1

    Interesting idea, and the "cyberpunk" theme certainly fits the theme. I was somehow expecting more coding though, something like Core Wars...

    1. Re:Cool by Lisandro · · Score: 1

      The theme fits the theme. God, i need more coffee.

    2. Re:Cool by thePuck77 · · Score: 1

      Ahhh...Core Wars! I played that when I was like 11. It was awesome.

      --
      "We live as though the world were as it should be, to show it what it can be." - Joss Whedon via Angel
  32. Re:IAMA Code Hero Creator Alex Peake Ask Me Anythi by LXPK · · Score: 1

    Servers fixed. Sorry for anyone who couldn't get to the site.

  33. Re:My first script... by poofmeisterp · · Score: 1

    I posted the fixed copy... I haven't scripted in so many years that I just outright SUCK at it! :)

    Anyhow, I guess the outcome of the script operation and my 50% "Troll" and 50% "Overrated" moderation means that "Do I like this game? Yes."

    Foot in mouth.

  34. A Graphical MOO by Anonymous Coward · · Score: 0

    I'm not playing until I can start griefing others.

  35. Re:My first script... by cloudmaster · · Score: 1

    You were only posting as a joke on on a forum. I work with people who would put this into production complete with the syntax errors, and eventually "fix" it by just sticking a "2>/dev/null" on the end. /shakes head

  36. Purpose by Anonymous Coward · · Score: 0

    I am imagining out loud a purpose for something like this... along the lines of a combination with a protein-folding game.

  37. sounds cool by Anonymous Coward · · Score: 0

    would love to play this game.
    www.vidfootie.com