What's great about game tutorials (imho) is that they are really motivating for young people to follow when they learn to program. You get some very interactive and sensory feedback, get to have fun with something you made and learn a ton in the process.
I agree. Anything that gets people interested in programming is good for the industry. Typically I try to steer people who are interested in trying out programming to scripting languages first. The benefit here is the learners get an expedient path to gratification. It's important that people experience the gratification that comes from building something before the ugly truth about how horribly complex these systems are sets in.
Agreed. I would also like tutorials on how to write a game using C# and OpenGL (and some audio library???), and then use the version of Mono that targets Chrome Native Client.
I think OUYA can be used by indie developers as inexpensive hardware on which to test their Android games. This is why I wish OUYA came with all the latest gaming features like OpenGL ES 3.0 and OpenCL, as well as more powerful hardware that makes sense for 2013, and to allow developers to program for the latest hardware in the market, but that's only possible with something like Tegra 4, Exynos 5250 or Qualcomm's S4 Pro chip.
Speaking of which, the Exynos 5250 whitepaper just came out today:
The thing with unity is that it's almost so easy to grasp that when you sit down with it, it's almost not necessary. You can spend time thinking about actual implementation details while Unity does all the "boring" stuff. That said - when I started searching for specific problems I had the community had all the answers and then some. Another awesome thing is that you can do really complex stuff, like intricate shaders, if you want. Completing a full featured 3D-game have never felt so close to me.
We can never have enough of those.