Thanks for the suggestion - didn’t know about the normalizer on codepen.
As for the FCC curriculum I am about to start the JSON-apis-and-AJAX part now. I’ve been rushing through the beginning a bit, not putting the css to use hence my problems. I was thinking about bootstrap, but I am still wagering whether I am not one of the “I prefer it the hard way” types, which would mean I would need to understand how to bend CSS to my will first.
The last e-mail suggested they will be some curriculum update on the 16th of September or so. I will do the frontend part again and supplement it with some html5/css/bootstrap exclusive reading.
I was having a blast writing that app. Game design must be so much fun, I envy everyone doing that right now!
A little braggin here - sorry but I am litteraly finishing my victory beer now and want to share! I feel really pround as I’ve managed to do it within a time limit of 24 hours. I mean I literally started from scratch yesterday around 23 and it was “ready” today around 18 or so. By ready I mean the working prototype of course, as I’ve just realised that the game can indeed be lost, but can never be won by current ruleset.
I totally recommend people do the same - I had a huge problem thinking that this whole programming thing is just to vast to be applicable within a short timeframe, and here I am mimicking someones ideas in my own prototypes, withing hours, after a couople weeks of learning only. Everyone has to find application for the knowledge they are accumulating - it’s the easiest way to make sure you retain it. Remember most things can be deconstructed in smaller pieces and simplified. Whoever you are, consider that I’ve never actually played the game I am mentionning up top. I have only seen it’s minute long trailer. Anything can sparkle ideas.
Here’s my game toDo list for the days (hopefully) or weeks (more probably) to come:
0. make sure game can be won first - the points counting system needs a little adjustment , but it’s really basic as it’s based on simple maths. I am thinking about randomizing it to the extreme so that there’s no strategy to beat the engine available.
- update the theme - it will morph into “make sure your pets are happy tamagochieques game” and graphics (let’s wait and see how will steam categorise it!:P)
- update the design so that is scales properly and goes fullscreen on mobile (at least on my mobile!)
- work on events content-wise : right now there are only three. I want to have ~50+ to make sure it’s more enjoyable.
- implement random events their mechanics (same as above)
- Implement swipe functionality - animated transitions / element updates - > if anyone has some tips for that, they will be most welcome!
- implement randomly generated minimal pair events - so that only two given animals loose or gain, compared to each and ever right now [yeah the “engine” is written so as to allow adding new powers easily] I have half the code for that ready anyway (or at leats its prototype concept)
n. translate the events into user editable database and publish a number of game modes online - > this will probably come after backend.
n+1. Turn it into a full blown android App (right now for the lack of a better ideas I am thinking about implementing GameMaker)
The fun part is that some of them (set generation) I can do on the bus or well, you know offline.
I will let everyone know once I update it, and will hopefully have some testing audience I am not sure how much place will there be in the game for new concepts covered, but I am already thinkin about writing the random quote generator as a function that chooses the win/lose messages. Any tips about that appreciated as well!
FreeCodeCamp is the best. Seriously, I don’t remember last time I’ve done something so rewarding, and it’s mostly thank to FCC. A big shoutout to Quincy and the stuff. Keep on rocking!
quickedit. It can be won, but only because there’s no reset and the counters dont stop. Two new things that seem relatively easy to implement : )