4 ms·
You can look at it! However, it's a giant mess and out of date (changed a few language primitives) http://jeffrey.io/bsg.adama.txt http://jeffrey.io/bsg.adama.
by mathgladiator 4y ago
You can look at it! However, it's a giant mess and out of date (changed a few language primitives)
http://jeffrey.io/bsg.adama.txt http://jeffrey.io/bsg.adama.txt
This encodes all the rules for the backend. Basically, you will see a lot of tables and then control flow is by a state machine (#state_machine_label { /* code to run */ }) which then asks players via channels and await.
For legal reasons, I don't have the poorly done UI available. However, a neat design aspect is that I can have poorly written AI make decisions to play the game to test it.
My appreciation for the game has grown and depth of the rules has made me a beast.
I am in a strange boat since I'm trying to reconcile some of my insights with my passions. On one hand, I'm still in this process of describing the deep things my career has gave me ( https://news.ycombinator.com/item?id=31567549 https://news.ycombinator.com/item?id=31567549 ) and then having fun.
I'm trying to execute on a three strategy ( http://www.adama-platform.com/2022/02/24/open-strategy.html http://www.adama-platform.com/2022/02/24/open-strategy.html) where leg one is all about getting the SaaS stable and reliable.
Leg two is I invest into tooling for me to make games.
Leg three is where I get to making games.
I'm currently looking at what is the medium between Leg two and three. I had a plan of building a game engine specifically for board games, and I even made a WYSIWYG editor. I recently started to break off the WYSIWYG editor as a standalone component (which you can see at http://ide.adama-platform.com/solo/ http://ide.adama-platform.com/solo/ ; click 'single item (and new)' to put a box up which you can drag around). It's made in Rust and very exciting.
I still loving have the WYSIWYG editor as a part of the leg two strategy, but now I'm focusing on just making HTML work using this new rxhtml thing I'm working on. I'm optimistic that rxhtml will be a cheaper investment than dealing with all the npm crap. I'm writing another essay on this in regards to the current mess that is the JavaScript. The thesis is that, at the end of the day, the front-end challenge is to make HTML with good UX which is then responsive to input and data changes. With a reactive back-end, it's very easy to turn the browser back into a dumb terminal.
The first product to build within the minimal IDE is a "The Crew" clone since my friends and I have exhausted both the space and sea version.
One thing that I've realized is how hard this strategy is. First, it is slow AF. Second, the gradient of difficulty of pitches; the SaaS may as well be rocket science and the IDE is currently vaporware (but I believe it will be more accessible) and if I just made a single game then people could play it.
Once I get some of the investments into a tidy shape that make me warm and fuzzy on the inside, I'll definitely focus on the various communities. Thanks for your thoughts. Also, I ordered the mom test book.
- Folcon 4y agoOk, well it seems like you have a clear plan. Just a heads up, the battlestar code is pretty large, so you might want to code / use as an example a simpler game and then if anyone asks if it can be used for more substantive games, point to the updated and working version of the battlestar code. That way people can see: - You have a working thing - There's a nice entry point tutorial - They have some example code to look at of more complex example for when they have to build something larger, which is super useful besides reference documentation that people rarely provide. In fact lots of small examples of things are probably going to be useful for you, as lots of people you're going to be engaging with are going to want to copy / paste stuff. Lots of luck and please post a Show HN when you're next releasing something!