Ventures of an ex indie game developer

Not too foul code growth

The Trabant Python API grew by 23% for the alpha version, and I expect it to grow another 10% or so for beta. Which I think it's fine, as it's not even 40 functions. My twelve example games grew by 6 lines of code on average as I anchored them in reality. That's fine too, as most of it was adding computer keyboard controls and the "Pacman" prototype (which is not Pacman at all) getting some dummy "ghosts" (which are not ghosts at all).


I just added a couple of helper features which makes running in the interactive Python shell a lot nicer. For instance I'm not resetting the scene if connected through the interactive shell, and if you create an object and later realize you wanted to interact with it you can fetch the last_created_object(). I'll post a video of some interactive experimentation some time. Maybe.

In some previous post I said I would only make an IDE for the iOS platform, but I'm thinking perhaps I should make one for Win and one for Mac. The IDE should be totally optional (running in separate process probably, don't know how hard this would be on Mac). But that would distinguish it from a lot of the other homebrew software out there: the software that goes Download-and-Then-Install-All-The-Dependencies-If-You-Have-an-Evening-or-Two-To-Spare. I think I'd make use of it. Hm. Nah, I'll scrap the Mac version, only build for Win32 if at all.

About the author

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Gothenburg, Sweden