briangray
Joined 7 years ago
Joined 7 years ago
- Set up a mini PC/Raspberry Pi. Use a simple Linux distro or older version of Windows and install GCompri on it. No need for internet. Show them how to open notepad, paint, and just let them play.
- At a later age, build a PC with them. Linux Mint gives all the basic software needed. Let them continue to explore.
- Set up some tools for access control and monitoring. Then talk to them about the internet and slowly introduce them to it.
Overall, this has been a fantastic way to introduce technology, its benefits and downsides, without giving in to the firehose of the modern internet or strictly blocking it out entirely.
Recommendations: - It's hard to tell when health is altered. Perhaps add a temporary color change to the health bar to inform players of the change. Or start to build in animated health that reduces the red fill with the number. - Some abilities require charge, but I couldn't find where that was tracked. Another counter could be added to show this number and any increase. - Add score for the battle. It could track correct answers, or hits, or anything that might be fun. Later versions could include a score/tracker for total monsters fought.
Work required some frontend tools with no devs available and I was assigned the work. The folks who would usually do that work were pushing me towards React, Vue, and Jquery solutions. I took a look at each, knew I would be responsible for understanding and maintaining the whole systems, and went with vanilla HTML, CSS, and JS instead.
Started out returning simple pages. Added styling to meet requirements. A lot of it was embedded in <style> tags until I found a way to organize it into separate classes. Then added JS for event handlers, listeners, and scripting the simple the pieces that needed to be automated.
That system has been running in production for years now. New features and bugs are easy for me to identify and add or resolve. It's also given me a solid base understanding to migrate components to JQuery and build other systems in required framework. Zero regrets about that choice. It was simple to learn, quick to build, and solid.
Long story, I found the UHK to be the best option. While it doesn't have the scooped or natural key placement, the layout being standard staggered allows for existing muscle memory with all the benefits of the split and tilted design. I now have two UHKs for home and office. And I would buy another if they weren't so easy to travel with.
Other books I really enjoyed:
- Spelunky by Derek Yu: Written by the sole developer of the game. Covers idea to development to release. Really captures a nice feeling of indie solo game making.
- The WoW Diary: Focused development 'journals' from one of the WoW level designers. Has a lot of original concept art and early alpha images. Goes over a lot of history and is just a fun read with some good insight.
- Half-Lift 2: Raising the Bar: Concept art, journals, iterations, and details from devs and HL2. Simply a fantastic insight into what they went through progressing from Gold Source to the Source Engine. Where Masters of Doom gives the written history of Doom, this book gives the nuts and bolts of HL2 and CSS. It is highly sought after by fans and developers alike and can be hard to come by.
- A Short Hike: https://store.steampowered.com/app/1055540/A_Short_Hike/
- Brothers - A Tale of Two Sons: https://store.steampowered.com/app/225080/Brothers__A_Tale_o...
> Are your emotions pure?
Are you thinking through this with clear thought and emotion?
> Are your nerves adjustable?
Do you feel so strongly about this that it has affected you this whole time, since spring?
> How do you stand in relation to the potato?
Can you not support yourself? Are you as wellrounded or less so than a potato?
> Should it still be Constantinople?
Can the outcome not change even when history repeats itself?
The last one to me seems like the indicator that these questions are not nonsensical. As it is is direct reference to the colleague's question about history repeating itself and refers to a location which changed back and forth numerous times.
My server was originally a single debian installation set up to host local services for things like git. That grew into hosting a site, vpn, then some multiplayer game servers. When I reached a point where too many things were installed on single machine, I looked at vm options. I've used VMWare/VSphere professionally, but settled on Proxmox for these main reasons: easy to set up and update, easy to build/copy vms, simple way to split physical resources, monitoring of each vm, and simple backup and restores. All without any weird licensing.
That server houses 4 vms right now. That might be a bit much for your mini pc but you could do a couple. The multiplayer servers are the main hog so I isolate resources for that. The windows machine is only for development which isn't your exact use case. I can say however that I've never had issue when I need it. Only thing I can't speak for is the need for graphics passthrough.
Following that we 'built' a computer together out of paper. This allowed me to show each part and what it did to give a base understanding. Then I let them hook up the RPi to a monitor and keyboard. The device was configured beforehand and had all the updates and software needed.
I chose not to connect it to the internet. That's how I learned computers and I thought it would be a good way for my kid to learn. Turned out really well and documentation is available on the device if you show them how to search for it.
As for educational software, I highly recommend GCompris[1]. It's just an awesome set of tools disguised as games. Accessible for a wide range of ages. I let my kid run wild in there and I'm blown away by the things it's helped teach them.
Last thing I'll mention is very specific to my interests, but I installed a few roguelikes. Easily accessible terminal games. Some well known like Nethack and others simple browser games I've made myself. All of them have gotten play time. In an age where graphics have overtaken good gameplay, I wanted to present games that weren't all lights and colors. Most of them are stripped down to learning the world and problem solving. Being turn based helps give time for them to think about each obstacle. And I feel like the constant death and resetting has helped alleviate early troubles they had with failure.
This app does seem to be aiming for a collaborative experience. With that it would be nice to see some sort of comment or thread for posts. I.E. Create a to-do post that others can respond to without directly editing. That way memos aren't kept here while discussion is in Slack or Teams.