eBay killer.
Ask YC: What are you working on right now?
131–140 of 161 posts
Re: Ask YC: What are you working on right now?
#132Re: Ask YC: What are you working on right now?
#133Earlier quoted context omitted.
I find the concept of Second Life interesting, but it is difficult to use. If you could create something along the same lines of Second Life that is easier to use and eliminates the lag problem, it would definitely be something I would try. I found Second Life after reading about Asperger's Syndrome and the communication problems associated with the syndrome that Second Life seems to break down. (No, I don't have Asp…
It will be like Second Life, but everything will be a Ship, an inert object in space, or an Item to be used aboard a ship. Users will be able to design Ships and Items, but only after they have built and supplied a special ship outfitted as a Research Facility and operated it for a certain period of time. Designs will be vetted at first, but this will transition to a Slashdot-like moderation system. The galaxy will b…
Re: Ask YC: What are you working on right now?
#134A more trustworthy, controlled reviews and question-answer site geared towards preexisting mailing lists like those in big companies: http://www.askurpals.com/
Sounds like a good idea, but r u sure ur reaching ur target demographic with that name? :)
Re: Ask YC: What are you working on right now?
#135I'm consulting for a really large client, teaching teams how to deliver technology quickly, so I'm not working on my startup. I don't believe you can do a startup half-way. But in my spare time I'm thinking about writing a book about how to run Agile projects in large organizations. If anybody is interested, drop me a line. My email is in my profile.
Do you see a difference between teams using Agile to maintain existing products and teams building brand new stuff? I've found in my experience so far, that Agile works better for new development and can't or shouldn't be used as a hammer for everything.
I read once that a programmer tried agile and gave up after arguing for two hours about what to put on the story card. This kind of BS happens a lot: it's the nature of dealing with large numbers of people who see things as binary. If you understand the _principles_ of agile, and why they work, then all the books and authors are just re-digesting common sense and peddling them as books. At that level of understanding you can work on all sorts of things: new development, existing development, non-software work, etc.
That's where my team is trying to take this organization I'm working with. The problem is that influencing large populations (thousands and tens of thousands) of technical people is far worse than herding cats. It's more like trying to get angry flaming weasels to perform circus acts by using a twinkie and a Disney song.
Re: Ask YC: What are you working on right now?
#136Writing my resignation so that I can devote more time to freelancing and a startup
Re: Ask YC: What are you working on right now?
#137Re: Ask YC: What are you working on right now?
#138Earlier quoted context omitted.
It will be like Second Life, but everything will be a Ship, an inert object in space, or an Item to be used aboard a ship. Users will be able to design Ships and Items, but only after they have built and supplied a special ship outfitted as a Research Facility and operated it for a certain period of time. Designs will be vetted at first, but this will transition to a Slashdot-like moderation system. The galaxy will b…
Do you intend to code a realistic physics system into this game? If so, will you be using a physics engine that has the concept of relativity built into it?
One interesting twist to ship design, will be that the shape of your ship will actually change its stats in meaningful ways. For example, if you have a ship that uses armor for protection, then having the hull of your ship angled like an arrowhead will give you higher armor values from the forward direction. (And much weaker from the sides and rear.) Having a ship which is longer will also improve the performance of axial mount weapons. However, increased length, size and mass also have drawbacks, as it will reduce your maximum turning rate and the rate at which you can change angular momentum. Components will require some internal volume, so you won't be able to make an invulnerable Death Pencil.
The game will have elements of "space opry" and not just have hard science fiction. I want people to experience the thrill of epic space battles. There will also be exploration and trade.
Re: Ask YC: What are you working on right now?
#139But then many great ideas in history seem obvious in retrospect.