Writing exploits for Roblox gave me experience with everything from binary analysis to web security and cryptography.
I've heard similar stories from other people for games like Runescape or Minecraft. It's really astounding to me the ways in which a dedicated enough teenager can take advantage of games to turn them into something really educational.
IMO it’s very reminiscent of Microsoft’s Kodu and to a lesser extent Media Molecule’s Little Big Planet and Dreams games.
I wish the team the best of luck! Hopefully it keeps chugging along for some time; I’m wary because particularly these kinds of not quite game engine and not quite game projects have a bad history of abandonment within 3-5 years (I’ve researched this particular space for a while).
That's my biggest question, especially with Google. Meanwhile,
Kodu is still getting updates 10 years later!  (Disclosure: I was an intern on Kodu years back, so I'm probably biased ;) )
I wonder how well it will cope with non-basic games, as in non-platformers, non-shooters.
I've noticed that many frameworks are great for basic tutorial project usage but don't do well once you start on a real project
Ha: "In our testing, children as young as eight years old could easily write games with Game Builder Lite..." I'm guessing that would have been me in 1992.
Also had Adventure Construction Set by EA (before they went all sports-crazy): https://en.wikipedia.org/wiki/Adventure_Construction_Set
I also had a cracked copy of Pinball Construction Set too: https://en.wikipedia.org/wiki/Pinball_Construction_Set
Google Poly seems to be a place for uploading things made with TiltBrush or with a program called Blocks. First time hearing about the latter.
Will it be possible to load models from OBJ, COLLADA or other formats?
Edit: Originally I asked what about Google SketchUp also, but it turns out SketchUp was sold to another company in 2012.
Edit: More than you ever wanted to know about the .obj and .mtl formats:
I'm still using Google's Sketchup 7.0, it runs well enough on Windows 10. The new company turned it into an expensive Pro tool with a 'lite' web only version :(
With recent developments like DMVK / Vulkan and such, even the latest DirectX games run amazingly well (I'm able to run high-end games like Heroes of the Storm, Witcher 3, etc at native speeds on High/Ultra quality settings).
Or not sure. But I have not found a way to run arbitrary Windows Steam games on Linux with Proton. Not sure how I would do that.
It might be named a bit confusingly though, I'm at work and don't remember exactly but it might be worded something like "Override proton version for all games" which also enables it for games not explicitly marked as compatible.
I tried Proton a while back. My experience was hit and miss with my particular collection.
Also, Gamers actively get angry with developers now if a game releases on something other than Steam, so it's probably better for PR and adoption rates to just target Steam and be done with it.
Installing a game standalone doesn't annoy anyone I know (though, to be fair, I'm now older with few friends)
"Game manager" is a especially visible case because, with the exception of Steam, Battle.Net, they're almost universally crap. Some of them are so bad I wouldn't want to install one even if it was the only game platform in existence!
Every Ubisoft game since Black Flag that I've bought from Steam has required Uplay.
I'm sure there are other examples, but Steam isn't preventing users from being hit with another "game manager" download. In some cases, it facilitates it.
It was (is) a great game, but I still cannot believe why it never became famous.
Yes, you are right all the best players were from Europe.
...but what if I've got experience but no friends?
I decided not to invest more time into it, it needs some work to be a game engine.
what does "lolz teh g00gz will shut it down next week!" add to the conversation?
There was a great comment by jsafi here on HN a while ago suggesting why Google are like this - https://news.ycombinator.com/item?id=19553840
It's hard to imagine a way they could change it besides stopping launching anything that doesn't have a long term plan in the company.
Therefore, anybody that's not just curious, but is instead going to be invested in using any product of theirs would do well to find an alternative, and invest in finding ways to export to said alternative.
Googles' products can no longer be trusted to remain, and i urge anyone to never rely on it remaining.
It's also a way of sending a market signal. If enough people start hesitating with adoption and promotion of Google services, they might finally eventually notice something is wrong and change their ways.
I enjoy playing games with friends that involve challenges,.but often that just translates to outmaneuvering some enemy in some game.
This seems like a great experience where we can really experience each other's creations. Sort of like Minecraft, but imo it's hard to embrace something that "belongs" to someone else, as things tend to be in minecraft.
Which includes kids, sure, but isn't just kids.
> don't make users deal with some junky programming emulation system
Excel supports real programming, but people get a lot done it relying mainly on its wide variety of "junky programming emulation" features. People who don't see themselves as programmers often see what programmers see as "junky programming emulation" as accessible tools that don't have (and with familiarity end up lowering) the psychological/emotional barriers actual coding has for lots of people.
I don't think I've ever seen this expressed before; that is, people (in general) having "psychological/emotional barriers" to "actual coding"?
Do you have any links or other references to this; studies, documents, heck - even a general audience article? It would all be interesting to read about. I've seen people struggle with learning (and often giving up) "coding" and "software development", and I am interested in what these barriers may be, etc - and what ways around them, or lessening them, there are.
I've run into this topic tangentially when it comes to children's education (particularly Papert's Mindstorms seems to touch on the issue), but it would be interesting to understand it more when it comes to older individuals.
Are you a developer, by any chance? There's a whole academic field of study dedicated to overcome the barriers faced by people trying to develop software artifacts without the need of being trained in a formal system.
Would like to build games and toys, but no longer have the time to learn a proper game-engine.
No one actually cares about the code in the games they play. Programming should be a means, not the end. (See also: https://prog21.dadgum.com/87.html)
However, in my struggles to get off the ground, I did learn a lot more about font rendering than I ever wanted to, and it has come up unexpectedly useful.
I'm still in that boat, and I am an 8 YoE "Software Engineer". I recently got into boardgame.io library (also made by a Googler, coincidentally) and it is a fantastic library.
I've attempted to make min-max CLI board game simulations before but failed. Also tried (still somewhat active) to make a 2D artillery game and got close, but just kept getting bogged down in framework (actually migrating from framework to framework) and other chores. Currently it uses LibGDX.
With this boardgame lib I just wrote game logic. It was fun, for a change! Plus it has multiplayer and integrates with React really well for a UI so it's actually useful.
I just wanted the CLI boardgame sims to find the best moves/races in games I play IRL. With this I can actually have other people play and maybe show it off at some point.
I had to write my own font rendering code for lack of much in the way of general purpose libraries for doing it in 3-D engines back around 2005. Your options were, more or less, to pay through the nose for Scaleform, to roll your own, or to use something really ugly. So I had to learn some basic typography to tie Freetype into a text rendering engine, which got me practical experience with editing font files, anti-aliasing, hinting, kerning, processing digraphs, Unicode, the works.
Web 2.0 started more or less right after that, so interest in digital typography in general exploded. I ended up working on some applications of text layout in non-left-to-right and pictograph languages for 2D canvas, SVG, and web based image manipulation in general. So out of sheer coincidence my hobby work messing with OpenGL/Freetype was suddenly directly relevant.
More people being able to do more stuff is just better. Gatekeeping is rubbish.
And the sort of simple games that don't require coding in these frameworks are the sort of simple games that no one wants to make and no one wants to play anymore. Sure, you can make breakout or pong or a really, really terrible shooter with just the GUI, but kids who want to "make games" don't want those, they want to make the next Minecraft or Fortnite or MOBA or whatever, which means they're going to have to learn to code eventually.
Not everyone has to start with helloworld.c and learning how to write their own renderer from scratch nowadays. But if and when they do want to learn to write code, then they have far more and better options available than previous generations, from asset packs and templates to Handmade Hero and everything in between.
In the beginning he was just dragging and dropping random units to the map.
In the end he was quite proficcient in the embedded script editor.
I met a 10-year-old who made a cat-and-mouse game with Scratch. He was thrilled to explain to me that in a previous version of his game, touching the mouse would do infinite damage. He needed to throttle the damage function to 10 times/sec to get reasonable scores.
And it's utter and complete nonsense. If what you want is to make a game, then these tools aren't half as bad, and at the level of simple games, unless you have some really novel mechanic, you're quite literally wasting time and effort coding it instead of using a game builder.
What drove this point home to me after more than a decade were two situations.
1) on a global game jam, the artist in our team got fed up waiting for us programmers after 3 or 4 hours, and did the prototype we're trying to build in 15 minutes flat, using Construct 2.
2) you too may be surprised to discover that some of the fun and highly acclaimed titles like Cook Serve Delicious or Nuclear Throne were made in Game Maker. I didn't even suspect it until I found it on-line (in the former case, because sources were available in Humble Bundle's Game Maker bundle).
There's value in hand-coding a game, and this is what I still like to do in simple cases, but it's often not the practical option. And if a game maker allows you to add custom code, then really there's no difference between this and Unity or Unreal Engine.
The system indeed has a tutorial built in.