Originally Posted by
Salem
You're going to be explaining your metaphores more often than you'll be explaining the real concepts to begin with.
They're not exactly metaphores, like I said I'm imagining this to be a "game" environment with all the concepts of programming represented by something tangible (digitally speaking that is) that behaves in a similar way making it easier for new programmers to grasp how to use syntax properly by likening their behaviour to how they're represented in this "game" enviroment, the intent is that these "game" objects will have a 1 to 1 representation in C89 in other words this "game" environment should be able to translate it's objects to and from C directly without any handlers like say
Code:
game_object_if( game_object_gt( game_object_int( "argc" ), game_object_int( "1" ) ), game_object_code_block( game_object_return( "0" ) ) )
Sure while it's interpreting the code the internal could look like that but when saving and loading it should dealing with normal C89 ie:
Code:
if ( argc > 1 ) return 0;
If the code can be correctly represented then it is easier for newbies to visualize how each bit of code would behave (assuming they struggle to understand logic concepts), plus can you honestly say you would not occasionally programme with a "game" environment like Dragon Quest Builders has when it is probably more fun? Heck it might even make it easier to find subtle bugs sometimes by just looking at how the "game" environment represents your code (at this point I will note that I intend it to have a means of displaying the code in text in addition to the visuals being used to represent that code)