I learned to program using Scratch and I loved this about the language community that developed around it. For the first few years it didn't even have arrays, procedures, or text input, and people (kids!) worked around these things by encoding state using the powerful graphics tools, clever math, and brute force.
People in the forums would clamor for more powerful features, but they were rolled out slowly and carefully. Later on I had a brief internship with the Scratch team and got a sense for why. The dev team was small, but more importantly they thought very carefully about how to whittle a language feature to its essence to enable maximum creativity with minimum cognitive overhead. I really appreciated that.
Of course I also quickly developed an appreciation for Snap (née BYOB) which veered off from Scratch with a more "f*ck it, have everything" philosophy towards language design :)
I hope this is a new frontier of people making open source hardware devices. You can totally craft the experience from start to finish in a way that wasn't so easy before.
EDIT: Oh wow, 1121 EUR? I'm no longer curious :P
Teenage Engineering (OP-1's brand) is usually very expensive, almost boutique-expensive, although they've done collabs with IKEA , and have a line of pocket synths  that are fun and affordable.
That's worth a surprising lot to people who seriously make music, even as a hobby.
The OP1 is overpriced even by synth standards, but it seems to me like a well-designed piece of gear.
Not a critique (since it is surely a better pricing model for longevity than underpricing).
Also with 20k units I am sure they will sell out.
PS. Hmm GameBoy was $89 in 1989 so probably about the same adjusted for inflation.
If the thing was significantly cheaper, almost everyone would want one.
It's also portable which has been really fun to have while traveling.
Those other things are toys.
Also what would be starting point for someone who doesn’t know anything about music or edm making be?
> There’s a person at Panic with a long history of making wonderful games: Shaun Inman
Time to read the article.
I don't really have any game dev experience, but i've been hacking around in Love2D to try building basic games with Lua. Pulp sounds like a great way to get going, and I'm excited to try it! Love to see what a bunch of creative developers are going to come up with.
Prediction: the Pulp games won't be any fun in a browser. You'd be missing what makes the Playdate fun (the device) and the obvious understanding that there are constraints to what can be made for it, and instead you'd be playing a clunky game on a supercomputer.
I think they'd be foolish to allow the games to be played in the browser.
Seems antithetical to the project's identity of being this expensive, exclusive, social club for niche enthusiasts.
You can buy Gameboy-lookalike devices in any toystore for a few bucks. I personally don't understand the rage, although I must admit that I was never a big fan of computer games to begin with.
Most of these are too hard to deal with. Also developing for these devices is a huge pain the ass.
Im excited for this device because its taken game dev as a first citizen. This toy looks to be more about game dev than it is about game play. While play is important part of the eco system that market is soo saturated from AAA billion dollar companies all the way to obscure Gameboy-lookalike devices.
But game dev, and particularly game dev for a device is still a difficult and underserved (I hope for the success of this company) market.
I pre-ordered my playdate and would love to play around with the SDK now. Feels a bit unfair though, that they are hiding this tool in a private beta, even though there already seem to have quite a few games done for it. For the rest of us, we can just hope...
I've been following Playdate closely. They have said publicly that the Playdate software isn't finished yet, and the press devices only had a couple of games, and those weren't even finished.
Reading between the lines, I think the on-device API is still in flux as the OS is finished off, and that Panic expect the games to need final touch-ups. Based on this, it would make sense that Pulp can't yet produce games that could be guaranteed to work with the final shipping device.
As Panic clearly care so much about the product, I think it's fair that they're keeping these things restricted to a group that they can give all the communication effort and attention to. Developer relations at scale is hard because it's just a ton of communication and support, and Panic obviously don't have the capacity to do that for all 10s of thousands of developers who like to have a peek.
Source: I left my FAANG job in January.
(1) how do I leverage my position to do the next thing at massive scale
(2) do I give up on being charitable with resources at scale. For instance, I have my name on a donor wall at a zoo. I believe strongly in conservation and have donated a great deal of capital to various organizations throughout the country.
Ultimately, I think I have one final idea before I get out of big tech.
HyperTalk had similar objectives: making a structured programming language as natural-language like as possible. One of the things that made HyperTalk feel more friendly, I think, was the 'it', a temporary variable that was carried line to line. It let you write things like:
ask "What is the value?"
put it into card field "display"
R.I.P. to lovably weird and slightly dirty names for things. FactoryGirl, domainatrix, now gamasutra. Makes me so sad that we can't do quirky shit any more
SmileBasic and RPG Maker are also on Switch.
There is a element to `low-quality` style/resolution that makes your brain fill in the gaps, so to speak. When playing games that are not 100% photorealistic, your brain works to fill in the rough edges and textures with detail; which engages your imagination in a way that perfect graphics game never can.
So maybe it does not hurt my eyes but hurts t my brains for the unnecessary cognitive load, or maybe both.
I do agree it’s a unique “style”, but it doesn’t make sense to me.