I got into coding because I wanted to create games. Doing that back in the 90’s was difficult. No internet, expensive computers, and fragmented compilers. This is not the case today. But because of shit bag companies, we end up with game dev “solutions” that are just as obtuse. We’ve replaced no internet, low level, complicated C with 2GB clicky-draggy-droppy IDEs that phone home and mine data. A Dark Room’s Easter Egg is an attempt to capture the magic of coding in its purest form.
This is the intent of ADR’s Easter Egg. To show the next generation that magic does exist in this world. That you can create something from nothing.
ADR presents a product that’s accessible. It isn’t 3D, it’s barely 2D, but the player still has a wonderful time playing. This shows kids that even the simplest of presentations can lead to compelling experiences. It gives them hope that they too can build something even if they can’t draw or know linear algebra.
The problem is, these sights are only set on one goal. It's a good goal to shoot at, but think about the approach.
I didn't get into programming because I saw a console appear in a video game. I didn't start into it with planting coordinates to draw a box. The only thing that got me into my career is simply watching the magic of code myself and my curiosity, experimenting, and college did the rest.
Seeing a 3D model load, a virtual town alive and bustling, all led to my desire to know HOW I can do such a thing, it led me to search for that knowledge myself and decide that's what I want to do with my life. You want to create this spark of curiosity, desire for knowledge, for younger generations, instead of hiding the ability to write Ruby in an "Easter egg" for the game, why wouldn't you try to create a game that incites that spark by having a personal impact on the player?
A Mastodon instance for Rubyists & friends