spiralganglion
But wait — which live demo are you referring to? There's no live demo of PlayBook.
Also, the demos featured in the talk are gathered from several different prototypes created over the past two years. PlayBook is, in some sense, a loose series of prototypes exploring this idea space, not a single "product"-like piece of software.
Backstory: when we first set up the sandbox, we offered a handful inputs that devs could optionally use in their letters. You could click and drag directly on the letter, drag a little token on a "Kaoss Pad"-like control surface, scrub a timeline, toggle a big global mode switch, and more. Everyone used a different subset of the these inputs, based on whatever seemed like the best fit for the idea behind their letter. Some people even bypassed all that and implemented their own input handling (like Lilith did for the bullet hell game in C0). But most folks actually didn't add any interactivity at all.
When I curated the letters for our home page, I wanted to strike a balance between a few things. I wanted to encourage playfulness, for instance by having unpredictable things happen depending on what/how you interacted ("output randomness", to borrow a gamedev term). And while I did make some changes to some letters (adding some additional interactivity, simplifying some inputs), I didn't want to go too far and ruin the authorial intent behind the letters.
But, like you and the other commenter here found, there is inconsistency that errs on the side of frustrating. That's something that irked me too — I just ran out of time for polish and had to ship.
In any event, thanks for kicking the tires on it. Even if it didn't quite clear the bar for playful interaction, I hope it was fun to look at.
1: https://kizu.dev/svg-linked-parameters-workaround/ 2: https://www.seaofclouds.com
Tenfold: Ten Years of Ink & Switch
Alan Kay – 75 Years of Graphical User Interfaces [video]
Let's Take Esoteric Programming Languages Seriously
Automerge 3.0
Our GitHub has a boatload of experiments: https://github.com/orgs/inkandswitch/repositories
This is a fun afternoon just waiting for you: http://feelingisreality.com
Muse started as a research project and turned into an app: https://museapp.com/
Some of our essays have embedded versions of our prototypes you can play with:
* Crosscut: https://www.inkandswitch.com/crosscut/
* Potluck: https://www.inkandswitch.com/potluck/
Alex Warth is currently working on a remake of Ivan Sutherland's Sketchpad: https://github.com/alexwarth/sutherland
There's probably a bunch more I'm forgetting.
Ghost House – software for automatic inbetweens
Droste's Lair
Itch.io Taken Down by Funko
Yes that's the point. Tried it on a lark, and it created weird feelings so I leaned into it. This is my personal website, and I've been trying to make it more deeply personal lately.
Talked about it a bit in this thread: https://mastodon.social/@spiralganglion/112747815905067127
This is brilliant. It solves the inherent tension of metroidvanias wanting both ever-increasing power and ever-increasing challenge. Rather than unlocking new areas, each time you lose abilities, it changes your relationship to existing areas. But the knowledge you gain — room layouts, enemy placement, hazards, short cuts, etc — becomes way more helpful when you can't just fly (perhaps literally) across the map.
Where should visual programming go?
Where Should Visual Programming Go?
Pygmalion by David C. Smith
I'll also take a moment to plug my Visual Programming Codex[1], which collects VPLs as though they're butterflies. I'm adding Flyde to the backlog of projects to document, but I'd also suggest looking around there for ideas. There are a ton of valuable new things you can do once you start visualizing programming, especially if you're visualizing the execution behaviour. I'd love to see you push this further.
I use it in "Top 20" mode. It helps me keep up with the bigger stories just by checking in once a day. Loads super fast, has worked great for many years now.
It's funny that you say "transmitting vibes" almost as though that's a bad thing. At least, I think the vibes are necessary, but not sufficient. I also, personally, think that "entertainment" gets short shrift, though nailing down why would take us on a tour through the sort of define art and the point of a game is to be fun, right? morass of culture literacy / criticism, and HN is definitely not the venue for that.
In any event, thank you for the blog post. It made for some spirited opening banter on our latest bonus episode. And hopefully you'll make it out to the next meetup. I don't live anywhere near London sadly, but I've seen the videos and some of the demos people show are delightful. I need scissors, 61.