by Cryptonomic » Sat Mar 12, 2005 6:40 am
As far as how it differs from the tutorial, so far it is via two ways:
(1) I am sort of "updating" parts of the Hugo Manual. This is not to say I am replacing anything. But, rather, I am trying to present things in a slightly different format, with more code examples and with more distinctions about how things work. I think the Manual is written more from the standpoint of someone who has already learned some programming or, at least, has worked with an interactive fiction language before. So I am trying to explain some parts of the language without that assumption in place. [ I am hoping to put this part up by the end of the weekend. ]
(2) The tutorial concept will still be around but this time I am using "Guilty Bastards" as the basis for explaining the language features. (I have Kent's permission on this one.) So the idea is sort of stepping through various parts of the language to understand how a game was constructed.
In other words, all in all this is a guide that is meant as a supplement to the existing documentation to Hugo but a guide that I hope would appeal to the "newbie" and to the user familiar with Hugo to some extent. Further, my hope is that this guide will at least be something that we can point to for Hugo users to get started with instead of just saying "read the manual" (which can be a bit cryptic) or "read the source code" (which is not always the most conducive way to learn for some people).
That said, I do realize I could be totally wasting my time and thereby wasting everyone else's by even doing this and bringing it up. My hope is to have at least some of the intial parts (without the "Guilty Bastards" elements) up by the end of the weekend, with the hope being that people can say either "This approach is really not so hot" or "Hey, not too terribly, horribly bad."
As far as how it differs from the tutorial, so far it is via two ways:
(1) I am sort of "updating" parts of the Hugo Manual. This is not to say I am replacing anything. But, rather, I am trying to present things in a slightly different format, with more code examples and with more distinctions about how things work. I think the Manual is written more from the standpoint of someone who has already learned some programming or, at least, has worked with an interactive fiction language before. So I am trying to explain some parts of the language without that assumption in place. [ I am hoping to put this part up by the end of the weekend. ]
(2) The tutorial concept will still be around but this time I am using "Guilty Bastards" as the basis for explaining the language features. (I have Kent's permission on this one.) So the idea is sort of stepping through various parts of the language to understand how a game was constructed.
In other words, all in all this is a guide that is meant as a supplement to the existing documentation to Hugo but a guide that I hope would appeal to the "newbie" and to the user familiar with Hugo to some extent. Further, my hope is that this guide will at least be something that we can point to for Hugo users to get started with instead of just saying "read the manual" (which can be a bit cryptic) or "read the source code" (which is not always the most conducive way to learn for some people).
That said, I do realize I could be totally wasting my time and thereby wasting everyone else's by even doing this and bringing it up. My hope is to have at least some of the intial parts (without the "Guilty Bastards" elements) up by the end of the weekend, with the hope being that people can say either "This approach is really not so hot" or "Hey, not too terribly, horribly bad."