892 karma · joined March 12, 2018
[0] https://github.com/mmulet/code-relay/blob/main/markdown/Secr...
0: https://github.com/mmulet/code-relay/blob/main/markdown/Secr...
You have to keep going past the ending (GameOver) keep typing. You'll revive and beat the boss.
I ran into the same problems you did, any variable leads to an exponentially large state. Other than, "scoping" as you put (or branch merging as I put it), the most space-efficient way I found to keep state was to ask the player to remember a passcode. So the player can keep track of the state, but I don't have to (ie. exponential space savings!). Even when entering the password, you can keep the space small (n*2 rather than 2^n) see [0]. Players used to retro PC games will remember entering passwords found in their instruction manual, so it's an added nostalgic appeal.
Let me know when your error dialogs game is done. If you want to collaborate on some games, hit me up, I too love games where they shouldn't be.
0: https://github.com/mmulet/code-relay/blob/main/markdown/how/...
I also released the code for the game engine. Available here: https://github.com/mmulet/code-relay/tree/main/markdown/Tuto...
Clear statement of what the project does:
An Open source maintainer uploads a task to code relay (like document this function or fix this GitHub Issue).
Code Relay assigns this task to a contributor.
The contributor makes incremental progress on the task. Maybe the contributor splits the task into two subtasks, or writes one line of code.
Then code relay assigns the task to different contributor.
Like a relay race, the task gets passed on-and-on to different contributors.
Why I made it:
I made this because I sat down at my computer one day to work on open source and it took me 5 hours to:
- find a repo with a good-first-bug that I could do,
- clone the repo, build it, fix the bug
- make a pull request, fix pull-request, and get the pull request accepted,
I want to make contributing to open source and quick and painless as possible.
I want to live in a world where you can open your phone, make a contribution (no matter how small) in 5 minutes and be done.
I want to live in a world where Open source maintainers don't burn-out and let their projects die.
I want them to be able get the extra contributions they need without becoming a community manager/full-time marketer.
So that's why I made Code Relay.
Disclaimers:
I don't believe that Code Relay will replace fork-pull-request workflow, or the contributor-maintainer setup. I do believe that it can supplement both, make them stronger.
Likewise, I don't think Code Relay will be the most efficient use of a programmers' time. The constant context switching alone will slow everything down, and one maintainer with knowledge of a project can work faster than 10 programmers working for 5 minutes at time.
However, Code Relay's strength is that it attracts programmers that otherwise would not contribute to open source. My hypothesis is that 1000 programmers working for 5 minutes at time, is faster than 1 maintainer. It's a matter of scale.
I've been a hobbyist game dev since I was 10, and I've watched the evolution of mobile games very closely. I realized that a major problem in today's mobile game market is that 70% of revenue comes from less than 1% of your player base. If you're big, this isn't a big deal, because you can just scale up your marketing, casting a wider net to capture the "whales", so to speak. But, for the rest of us, advertising really can be cost prohibitive, at small scales it can be really hard to see any return on investment. I wanted to create a service that would be really valuable and useful to "whales", and by doing so, create a way to identify and market directly to the "whales". This service is DoubleGems.com. Here is what it's all about: "DoubleGems.com is a subscription service that rewards players for making in-app purchases. For every $10 players spend in game, DoubleGems rewards a $10 Google Play gift card to make future in-app purchases. Spend $10 get $20 worth of stuff." DoubleGems.com should be win/win for everyone: The "whales" get more in-game stuff, and the devs get a great way to contact the "high-value" players.
Let me know what you think. As a game dev, would you market with us? As a player, would you sign up (it's free right now)?