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To borrow from an article I read earlier today (http://weblog.raganwald.com/2006/06/my-favourite-interview-question.html http://weblog.raganwald.com/2006/06/my-
by bzalasky 12y ago
To borrow from an article I read earlier today (http://weblog.raganwald.com/2006/06/my-favourite-interview-question.html http://weblog.raganwald.com/2006/06/my-favourite-interview-q...)... how would you enable two people to play turn based (and/or realtime) monopoly (or chess, or any other game) over the web? This will almost certainly be more complicated on the front-end than most apps you'll need to build, and complicated enough on the back-end to be non-trivial.
- taurath 12y agoIt seems fairly trivial from the back end - it depends really how much you want to deter cheaters. Assuming you're playing with friends, why not just have it all in the frontend and just transmit move orders and chance/community chest cards via a websocket?
- bzalasky 12y agoIt's an open ended question with lots of jumping off points to talk about implementation details and design. And as far as the backend being trivial (it may well be), if a candidate said that in an interview, I'd ask them to walk through how they'd roll their own WebSocket solution. With a different candidate it could jump off into a UI focused discussion. Lots of possibilities.
- taurath 12y agoIts "trivial" in the sense that with almost all the logic on the client (think of something made like a flash game) you'd need only a few core elements (auth, page hosting, user identities or not) on the server, while the majority of the work would be for the client. There's lots of features you might want such as matchmaking, valid move checking and tracking, but it depends on the scope of the project to begin with of course!