I'm trying out Ambient.
I forgot to start a devlog for this, but I feel like it might be interesting to document my thought process. Here's a rough overview of my journey:
DAY 1
Naively gave Ambient a try thinking it was something I could knock out in a few hours--embarrassingly presumptuous of me. I got stuck on some basic stuff and it actually sent me into a small existential spiral, like, I guess I can't do programming anymore, I'm just a helpless designer! Bad feeling, but got through it. Had a conversation with a small games community that refreshed and rejuvenated my energy and confidence.
DAY 2
Asked Tanner what he thought of Ambient, he shared with me the list of Rust engines that exist out there, and some opinions. I won't share them here, but it all had the effect of reminding me that Ambient is just one little fish in a big pond, it has weaknesses and strengths like the rest, and if I'm having trouble, it's not my fault.
So I got back into trying it, I spent about 3 hours squirming around trying to learn Ambient using a bunch of tutorials written by users in the Discord -- switch to a Rust tutorial to learn the basics of the language which I realized I actually didn't know at all in the first place -- then came back to Ambient, Owen Palmer helped me out in the #beginners-corner, and I... got exactly nowhere in terms of building a game.
Wrapped up the window of time I'd set aside for trying to learn Ambient.
I've been thinking the whole time, "How does Ambient want to be used?" I was really tempted to just figure out how to hack in a 2D rendering scheme and make a platformer, but it felt wrong. I felt like I was going in the wrong direction. I thought about some recent thoughts about nonresistance and realized that I shouldn't just be learning from the examples, I should literally be using them to find fun things to do.
Next time I'll build off one of the examples rather than starting from scratch. There is already a tiny bit of fun to be found in these folders, and I can do a little work to bring it out. That has the nice added bonus of also being basically the easiest way I could possibly do things.
I forgot to start a devlog for this, but I feel like it might be interesting to document my thought process. Here's a rough overview of my journey:
DAY 1
Naively gave Ambient a try thinking it was something I could knock out in a few hours--embarrassingly presumptuous of me. I got stuck on some basic stuff and it actually sent me into a small existential spiral, like, I guess I can't do programming anymore, I'm just a helpless designer! Bad feeling, but got through it. Had a conversation with a small games community that refreshed and rejuvenated my energy and confidence.
DAY 2
Asked Tanner what he thought of Ambient, he shared with me the list of Rust engines that exist out there, and some opinions. I won't share them here, but it all had the effect of reminding me that Ambient is just one little fish in a big pond, it has weaknesses and strengths like the rest, and if I'm having trouble, it's not my fault.
So I got back into trying it, I spent about 3 hours squirming around trying to learn Ambient using a bunch of tutorials written by users in the Discord -- switch to a Rust tutorial to learn the basics of the language which I realized I actually didn't know at all in the first place -- then came back to Ambient, Owen Palmer helped me out in the #beginners-corner, and I... got exactly nowhere in terms of building a game.
Wrapped up the window of time I'd set aside for trying to learn Ambient.
I've been thinking the whole time, "How does Ambient want to be used?" I was really tempted to just figure out how to hack in a 2D rendering scheme and make a platformer, but it felt wrong. I felt like I was going in the wrong direction. I thought about some recent thoughts about nonresistance and realized that I shouldn't just be learning from the examples, I should literally be using them to find fun things to do.
Next time I'll build off one of the examples rather than starting from scratch. There is already a tiny bit of fun to be found in these folders, and I can do a little work to bring it out. That has the nice added bonus of also being basically the easiest way I could possibly do things.