Re: Is it time for a new paint job?

OK. So, in my opinion, I think we need to acknowledge two fundamental things:
1. In this little corner of the Internet, our population suffers from lack of numbers with respect to people sharing similar interests. In other words, you may have a small group of people who enjoy FPS, while you have another, bigger group of people who enjoy RPGs. Now, taking the smaller group of people who enjoy FPS may be further divided into smaller groups of people who enjoy a certain type of FPS style. This trend tends to continue in such a way so as to prohibit an agreement in games with innovation being produced. A prime example is Redspot. No offense to Sam Tupy, because indeed, I find myself playing that game from time to time. But this kind of game only attracts certain kinds of people. OK. Whether or not Redspot is to be considered an FPS is somewhat irrelevant. I think I made my point.
2. Our population tends to yield very few talented programmers. I am in no way trying to offend, but it's undeniable that some of our best developers are experienced, or were fortunate enough to learn good programming practices. For the most part, this means that programming was studied in school or as part of a higher education curriculum. And no, I do not consider myself one such great programmer. In that respect, I am afraid that I am in agreement with those who mention BGT as being obsolete. Now, I'm not trying to say that someone couldn't learn programming by just studying it at one's own pace. It can be done. It's just for someone to get good that way is quite rare these days. We have a few examples of people in this community who were able to do just that. Programming is an art, and for someone to claim that making a new game is no less than time consuming and frustrating is quite an ignorant statement to say. In the same mindset, it is my belief that part of the reason for why we get the same type of games, so to speak, is simply a matter of them having been produced before. You give someone a game with a certain style, and most likely, you'll get games similar to those already played, provided this player becomes a potential developer. Unfortunately, some programmers tend to be quite arrogant, and tend to keep all their valuable development secrets to themselves. OK. Maybe that's a bit too harsh. The reason I bring it up is because in some programmer circles, you won't be helped if you don't even know the basics of linear algebra. For the most part, this community happens to be very nice when more experienced developers help out the newbies. I was once there!
Another thing that people should keep in mind is that programmers are programmers. Most of us (yes, I included myself; deal with it) are too proud to admit we need help. You could be the best computer scientist in the world, but have a crappy brain for coming up with innovative game ideas. This is why when people claim they have a great game idea, we should try to listen. Perhaps some potential exists there. And while I'm just writing away as the thoughts come into my head, I might as well put this out there: We need some centralized place where developers can help each other out by writing COMPREHENSIVE articles on audiogame-related development. Sort of like a website like howtogeek, or something like that. I emphasize COMPREHENSIVE because techs tend to make information way too complicated! lol
Example: (assuming this is a beginner programming course) To compile a C program, you should pass the -L and -I options to GCC to specify directories for libraries and included header files.
Yeah. I was confused at first too. A beginner article could introduce the concept of libraries and header files.
I don't know. Maybe that was a bad example. lol
IN summary: We should just help each other, and maybe even start a central development HowTo website exclusively for programming articles. Not a forum, but an actual development portal for potential audio game developers to learn the basics of trig as it relates to sound positioning in 2d and 3d, vectors, etc.

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