this post was submitted on 24 Feb 2025
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[–] Lemjukes@lemm.ee 1 points 1 week ago* (last edited 1 week ago) (31 children)

This feels discouraging as someone who struggled with learning programming for a very long time and only with the aid of copilot have I finally crossed the hurdles I was facing and felt like I was actually learning and progressing again.

Yes I’m still interacting with and manually adjusting and even writing sections of code. But a lot of what copilot does for me is interpret my natural language understanding of how I want to manipulate the data and translating it into actual code which I then work with and combine with the rest of the project.

But I’ve stopped looking to join any game jams because it seems even when they don’t have an explicit ban against all AI, the sentiment I get is that people feel like it’s cheating and look down on someone in my situation. I get that submitting ai slop whole sale is just garbage. But it feels like putting these blanket ‘no ai content’ stamps and badges on things excludes a lot of people.

Edit:

Is this slop? https://lemjukes.itch.io/ascii-farmer-alpha https://github.com/LemJukes/ASCII-Farmer

Like I know it isn’t good code but I’m entirely self taught and it seems to work(and more importantly I mostly understand how it works) so what’s the fucking difference? How am I supposed to learn without iterating? If anyone human wants to look at my code and tell me why it’s shit, that’d actually be really helpful and I’d genuinely be thankful.

*except whoever actually said that in the comment reply’s. I blocked you so I won’t see any more from you anyways and also piss off.

[–] plixel@programming.dev 3 points 1 week ago* (last edited 1 week ago) (1 children)

I understand where you're coming from. AI can be a learning tool to help fill in some gaps in knowledge, however the moment you don't understand what it's doing and just copy and paste the code, it no longer become a tool but instead a crutch. Instead of copying and pasting code you can take the time to look into why it's doing what it's doing. For Godot in particular they have really good documentation and there's plenty of resources to learn. GD script is a pretty easy language to learn on a surface level. You should do some research into game design patterns and basic programming concepts.

I did take a look at your code and while you do have your main.gd organized, having a large monolith like that with 1100+ lines of code that has multiple responsibilities is certainly a choice. Typically you want your scripts to handle specific responsibilities, that way each script and each object that contains that script has a single responsibility. This helps with efficiency and debugging since you have smaller scripts running and if something breaks you know what broke without everything else falling apart. You employed that partly with your save manager and notification manager etc. But you could certainly pare down your main script. Also considering how much it's handling I'm curious as to what the structure of your game looks like. Godot likes to have nested objects but based off your code yours doesn't seem to be conducive to that. Also there appears to be some needless abstractions with your variable storage.

Anyways I think taking the time to research and learn some basic programming principles and game design patterns would go a long way to help you. Coding can be difficult and seem like a black box when you first get started, and AI can seem like a way to pierce through that, but if you don't learn why it's recommending the code it is then you'll never really understand what your own game is doing and that's not helpful to you or your players.

[–] Lemjukes@lemm.ee 3 points 1 week ago* (last edited 6 days ago)

Thank you, seriously. This is literally the first human feedback I’ve had on the project and you’ve given me a bunch of stuff to work on and some sense of ‘at least not the wrong direction.’ So thanks again this really helped.

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