That's funny considering BASIC such as Blitz is written itself in C++.
ROFL - now you are trying to use my argument against me to prove your point. If you care to check my post I was referring to the tier of differently skilled *programmers* within each platform, not the pyramid of development languages.
Jeremy, you said there is no point discussing this further but I want you to listen to me when I say this next bit, as it is important.
Almost all commercial games are not developed in C++. They are written in BASIC.
Laughing yet? I expect you are, now here's the blunt truth of it.
Most games studios buy in their physics systems, their 3D engines, their multiplayer backbones, etc. Sure they get the C++ source and tweek things to their fancy but almost all commercial games are built out of cobbled together standard systems - the job of the games studio is to produce media and cobble these bits together. A few studios development some of their own modules, but aside from this the C++ part of the project is now over.
The rest is scripted. The scripting language for GTA San Andreas is even simpler and more primitive than Blitz. I meen, we're talking Spectrum level of complexity here. Where a Blitz command executes 5 or so C++ commands, San Andreas code executes dozens. GTA: San Andreas - like many other commercial games - was written in kiddy code.
Out of what, 20? (rough guess) coders they have only 3 (if I recall correctly) who worked on the C++ side of things, and mostly that was just linking together stuff that was already written.
So if I write a BASIC game using a lower level language than half the commercial titles out there and that game kicks ass, I think that C++ programmers should stand up and take notice.
I dont give my source code to programming boards (well I have posted code but you know what I meen!), I give my game. It is the game that is getting judged and being commented on.
60% of the game is design.
35% of it is the media.
5% of it is code.
Yet there is an attitude amongst many programmers that because I did 5% of it a harder way than most commercial games are written, but an easier method than those delluded fools are trying to do it that my game doesn't deserve even a mention, not even an "it was below average" or "I didnt enjoy it". In the particular case of gamedev I get zero feedback and always have had. The game gets downloaded though.
Downloading and playing an indie developers game and then not bothering to comment is down right rude. It's the least you can do in return for their effort in making it.
C++ programmers aren't impressed with your BASIC game because they know that the largest portion of the game is its C++ backbone and you had nothing to do with it.
Wrong wrong wrong. Code is the smallest and least time consuming part of a game. If you are not spending at least half the time you are "programming" on design then every bit of code you type is making your coding experience take longer.
Only you can know for sure but that could explain why you also mentioned you havn't mastered C++ yet, it may also explain why you have the very prejudiced view of BASIC being moaned about in this very post.
in the future sometime I'm sure computer programming will be higher level and everyone will use it in a BASIC like manner to control all their surroundings in a custom fasion
You missed it happening then I pressume? The industry simplified games production a long long time ago...