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  • Jul 28 2018 22:30
    7yl4r edited #89
  • May 21 2018 14:38
    7yl4r unassigned #41
  • Sep 28 2017 21:32
    7yl4r edited #69
  • Sep 28 2017 21:32
    7yl4r edited #6
  • Sep 28 2017 21:32
    7yl4r edited #84
  • Sep 28 2017 21:32
    7yl4r edited #116
  • Sep 28 2017 21:32
    7yl4r edited #119
  • Sep 28 2017 21:32
    7yl4r edited #88
  • Sep 28 2017 21:32
    7yl4r edited #108
  • Sep 28 2017 21:32
    7yl4r edited #127
  • Sep 15 2017 01:04

    7yl4r on master

    mv UISettings definition out of… (compare)

  • Sep 14 2017 12:53

    7yl4r on panel-exp

    attempt to + supply panel expan… fix reference to traj panel begginnings of expanding panel (compare)

  • Sep 14 2017 12:53

    7yl4r on master

    + comment (compare)

  • Sep 12 2017 05:43

    7yl4r on master

    skip ship-chooser for now (compare)

  • Sep 12 2017 05:43
    7yl4r unlabeled #128
  • Sep 12 2017 05:42
    7yl4r labeled #135
  • Sep 12 2017 05:42
    7yl4r edited #135
  • Sep 12 2017 05:42
    7yl4r opened #135
  • Sep 12 2017 05:42
    7yl4r milestoned #135
  • Sep 12 2017 05:42
    7yl4r labeled #135
Michael Bosse
@metiscus
Hello. :)
Tylar
@7yl4r
Hi! I see you forked the repo, have you taken a look at the code yet? I know it is a bit cryptic.
Michael Bosse
@metiscus
Yeah I've looked it over but I'll be honest with you, this style of game is a bit different than what I am used to working on. It is taking be a little bit longer to understand how the flow works.
*me not be ;)
Tylar
@7yl4r
Nah, this architecture was a crazy idea that I just wanted to try out.
Michael Bosse
@metiscus
I was going to try to add what I thought was a fairly small feature just to get my feet wet. I wanted to change the fuel burn rate of each ship. But tracing how that data goes through the system was too much for my tired brain yesterday.
It is an awesome game.
Tylar
@7yl4r
I think it has some real potential. I'm glad you think so too! I'm happy to answer any questions about the program to try to help. Have you looked at the wiki? I tried to explain a bit there.
Michael Bosse
@metiscus
I have looked over the wiki. I'm new to node/web based games entirely. I have worked at an AAA studio in town and program for a living but my work is usually c/c++ based with an explicit game loop. I'm starting to get the hang of it but it just took me a while.
Tylar
@7yl4r
Well this one is particularly weird.
Michael Bosse
@metiscus
Nothing that can't be improved with a little bit of effort. No design works as initially envisioned anyway.
Tylar
@7yl4r
I think I can take a look and maybe point you in the right direction with the fuel idea tonight.
Michael Bosse
@metiscus
As a user, I was confused by the consumption rate of both fuel and food. How do I know how much to buy if I don't understand the consumption rate? Resolving that as well as perhaps adding a mini-map to give some idea of your progress through the game would be a big help to the polish.
I'm down for throwing something in there just to get my hands dirty.
Tylar
@7yl4r
Agreed. That would be a big improvement.
Tylar
@7yl4r
It's probably about time I should take a pass over the issue tracker and clean things up a bit as well.
Michael Bosse
@metiscus
I would say to set some semi-concrete goals up in your milestones with some achievable dates.
Then triage your issues, things that are important (do them now despite their difficulty), things that are less important but easy (do those as soon as you can) and then things that are extremely hard and may not have as much benefit (put them off for a while).
Try to clean up the text of the issues. Issues that are related to development should be written as user stories. Basically think of it from the user point of view.
Tylar
@7yl4r
I'll try out some new issue tags to that end, and set up some new milestones.
Michael Bosse
@metiscus
As a user, I can select multiple ships and see the differences between them.
As a user, I can see how much fuel is burned by my ship per distance unit.
etc.
For issues that are bugs you can keep the existing titles but I might suggest adding a prefix or label indicating what subsystem they are in.
So when I pick a task to work on, I have a positive feedback reward in terms of a user facing improvement. Any needed backend stuff at this point can be written in terms of user stories.
Tylar
@7yl4r
ah, separating by subsytem is a good idea.
I might do that with tags too for easier searching.
Michael Bosse
@metiscus
[encounter] asteroid sprites are drawing improperly
that type of thing
just to make it easy for someone to grab one and go
Tylar
@7yl4r
ooof, looking back at this there is just so much to do here.
Given how much development has slowed, we really need to drill into a specific milestone with just a small subset of features.
Ideally, that milestone would set us up towards funding future development somehow.
Adia Alderson
@Adia-A
Hello, I'm new to open source and contributing but this looked like a really cool project. I'm still learning python but I felt I would like to keep an eye on this and play around with it and if I see a bug that may be on my level I might help. So just dropping by and saying hi!
Oh I also know JavaScript quite well, its currently my strongest language (basically the MEAN stack)
Tylar
@7yl4r
Hi adia! Glad to hear you're interested. Let me know if there's anything I can help explain, I'm sure our minimal documentation leaves a lot to be desired.
Adia Alderson
@Adia-A
@7yl4r Thanks! Will do.
Geo Stokes
@heyitsgeo
Hi I curious if this is still an active project and if you are still looking for contributors.
Tylar
@7yl4r
That might depend on how you define "active" 😁 I'm still interested in moving this project forward and happy to help out or collaborate more, but we haven't had a new commit in a while. What is your background @heyitsgeo ?
Geo Stokes
@heyitsgeo
I'm a full stack web developer! I have also been messing around in unity and unreal. Although I noticed that's not the direction you went with this project. Are you just looking for someone to pull the code and add their own twist or do you have a project plan with milestones?
Tylar
@7yl4r
My lastest efforts on this project were to port over all existing functionality to phaser.js. Originally this project used angular (v1), but I figured moving everything into phaser would make this more accessible for new devs wanting to help out.
the way angular was (ab)used in this project was an experiment, but I think it ended up holding us back because the set up added more complexity than it did features.
Tylar
@7yl4r
i don't have any milestones written out, but I think the best direction to go would be to get the angular-less version into a minimally playable state so we could get some feedback from players on it.
Geo Stokes
@heyitsgeo
@7yl4r that makes sense. I cloned the repo and have the game running, is the master branch still running angular or is it on phaser? It seems like the game just plays through all events without user interaction..
Tylar
@7yl4r
The master branch is the phaser.js build.
If you want to get back to the angular-based build you can git checkout angular-legacy
I think the events are not yet fully ported over into phaser
Geo Stokes
@heyitsgeo
Ok that's what I thought. I will check out the legacy branch and see how everything is supposed to function then pick up some phaser conversion tasks if that cool with you!
Tylar
@7yl4r
absolutely! It looks like a lot of issues are out of date, so feel free to open new ones and I'll start reading back through the code so I can help out with any questions moving forward.
Geo Stokes
@heyitsgeo
Sounds good! I'll keep you in the loop on my progress. Nice talking to you!
Tylar
@7yl4r
yessir, hit me up anytime!
good luck! :smile: :+1: