Yeah sure, if you want to read over what I’ve got so far to see if any of it is overly redundant or too confusing, that would be great. I’m pretty sure I know where to go from here, I think eventually I need to seperate it into several layers, like, if you understand python already and just need to know how it applies to blender you read the bold, if you know programming but not python you read the italics, and if you know no programming you read the regular text, or something. Maybe the other way around. For now, I think the easiest way is to write for the lowest common denominator, it can be trimmed for the more knowledgeable later. If you have any good tips on how to explain some typical programming stuff like ifs, fors, lists, etc, to someone who has never seen somethng like that before, I would definately appreciate it.
I think a game contest might be just what the community needs, but it would have to be for a simple game as there are just too many things most games need that a contest wouldn’t work well. Unless it’s a long range contest, but most people working on games right now probably wouldn’t want to take too much time out of current projects for a longer range project. So I’m not sure how well a contest would work. Maybe it could be set up with a preset group of models, sounds, and maybe some basic physics that have to be used in the game, that would eliminate some of the work and focus the contest more on how a game plays than how it looks. Some rules would have to be set to keep the super python people from overpowering the super non-python people. Maybe the scripts could be predetermined like the models and no other python would be able to be used. Or we could do 2 divisions, a python and a non-python one.
Still, I think a contest is a wonderful idea. You should start a new thread