Heaps seems like it has the potential to be a really great open-source game framework. I think that, like Haxe in general though, it has a community problem. What’s the best way to try and grow interest here? Some things I’ve seen in the past that work:
- Documentation Jams — Godot has done some of these recently and it really improves external optics into what the thing actually does as well as helps people who can’t necessarily contribute to the engine core be able to contribute to the project
- More/Better Tutorials — I was surprised in @ncannasse’s recent talk how approachable he made Heaps seem. Right now looking at the site it feels like it’s something incredibly powerful but maybe arcane, but that talk made it seem so easy/simple. Doing better tutorials here I think would help.
- Defining who Heaps is for — I think an issue I see with Heaps right now is that it’s unclear who the target audience is for the engine. Dead Cells and Northgaard are big games by indie standards. Is the intention to only enable those people? Or can Heaps be used for “tiny” games? If I don’t have a project as big as the aforementioned games I don’t know if Heaps makes sense for me over something that feels “smaller” like HaxeFlixel or HaxePunk. Really stating the scope of what can and/or should be made with Heaps would be nice.
Anybody else have any other ideas? Would love to see this thing take off and see some adoption.