>>6012473Programming is extremely easy and intuitive.
I mean, mastering how to program well is still a challenge, but the difference between the two is that most good programming practices are virtually useless for 1-man army indie devs.
Think of it this way, how are these skills REALLY expressed?
The average person is going to see an artist's art and see the immediate results of their workship, ready to be admired..
However, the average person, upon gazing on a block of any programmer's code will only shrug their shoulders and declare "wow, that's really complicated stuff", before using the application the code is based on with no real issues whatsoever.
What I am getting at is that "the grind" doesn't exist for coders as much as it does for artists.
To learn how to program from scratch, start by following extremely basic tutorials involving game engines.
Unity uses C#, Godot uses GDScript (explicitly designed for Godot, but the easiest game engine language to learn).
The basics of any programming language can be digested in less than a week, mostly about syntax and how scripts are structured and executed.
Then comes the more advanced stuff, which is about how you can use basic data structures to meet specific goals. Say, you want to order a bunch of creatures in the scene by their speed stat. You'll create multiple lists (known as "Arrays") storing speed values, sorting them and comparing them.
After that, you can start concerning yourself with both optimizing and cleaning your code. In programming languages, problems can have multiple solutions showing identical results every time, but solutions differ in how difficult they are to maintain.
You should probably concern yourself with better/ standardized code structures before you concern yourself with optimization, unless your game really needs to be optimized.