My last two cents on this (as the discussion is getting rather circular) is simply:
- I see Codea as a great (fun!) tool to very quickly prototype ideas and try them out on an iPad. I think that’s always been its main purpose, and the fact that people can build complete games with it doesn’t mean that everyone should. I like to think of it as a sketchbook for my code ideas.
- I agree with Simeon that Codea’s Processing-like API facilitates this immediacy and fun factor, for me. A namespace for basic graphics commands would personally slow this down for me. Typing code on an iPad isn’t the fastest, and Codea does as much as it can to speed this up and let you throw down ideas. I’m really glad Codea was made the way it was.
- @JockM, you say ‘Yes it is great for prototyping and trying out ideas, but it was never presented as just that.’ - I have to disagree and say that that’s exactly what it’s been presented as. The release of the Codea runtime is a very recent development, and if you check out Codea’s App Store listing, the Runtime is a single bulletpoint at the bottom of a list that is geared towards prototyping and creative code.
- I think the issues that @JockM is describing as being potential problems and pitfalls would potentially impact only a very, very small number of Codea users. Perhaps a simpler solution would be updating the currently-beta Find functionality with a nice Find-and-Replace. If, on the off chance, an API update does break someone’s code then it can probably be fixed with a find-and-replace.
I think that’s probably everything.