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CodeCombat in Y Combinator

blog.nickwinter.net

11–20 of 85 posts

Re: CodeCombat in Y Combinator

#11
Love the concept, will definitely be interesting to see what you come up with to teach some more abstract lessons. Wish you all the luck.

Here's a small big from the couple minutes I spent playing with levels 1 / 2: While it does execute the code on the right perfectly even if it's not the expected optimal entry, the camera focus during a playback will lose sync with the "spells" if you add a few extra calls like moving left and right.

Re: CodeCombat in Y Combinator

#13

Hi, gamedev here. At one point on stage, you brought up the possibility of open sourcing your code, and Paul cautioned you that you may want to follow game industry conventions. There are two reasons the game industry tends to keep their code closed-source. 1) It has been lucrative for game studios to sell licenses to their closed-source engine. Some game studios, such as Id Software, have made hundreds of millions o…

If you can maintain a competitive advantage while open sourcing your code, then I think it's better to do so. I mean your whole shtick is teaching people to code - so open sourcing follows naturally from that.

Keeping up competitively means keeping your design better than everyone else's and keeping your feature set better than everyone else's. If you do that and open source your code, you'll be alright.

Re: CodeCombat in Y Combinator

#14
I gave the first level over to my wife (who is a non-programmer, and has no interest in programming, but loves RPGs). Unfortunately, it didn't work out too well. She was able to make it to the ogre, then then misspelled the attack command. At that point, her browser froze, then continued to give her a script error at "http://codecombat.com/javascripts/vendor.js:52612".

Which is too bad, because I'd love to show her that programming isn't as "hard" as she thinks it is.

Re: CodeCombat in Y Combinator

#15

Hi, gamedev here. At one point on stage, you brought up the possibility of open sourcing your code, and Paul cautioned you that you may want to follow game industry conventions. There are two reasons the game industry tends to keep their code closed-source. 1) It has been lucrative for game studios to sell licenses to their closed-source engine. Some game studios, such as Id Software, have made hundreds of millions o…

Hi Sillysaurus, thanks a lot for the feedback. We've been talking to gamedevs and VCs and so far nobody has raised a flag about opensourcing everything, which is what we're thinking we're going to do. In the words of one VC we spoke to "it's all about the branding and community, who cares who has the code?" It feels risky, but we really think that it's consistent with the intention of the game to make it easy for people to be both players and makers. In a perfect world we'd get so good at educating players they could go through our campaign and contribute to the CodeCombat github repo as their first open source project. That's a ways off in the future, but it's definitely one of our dreams. :)

So here's a question for you: we spoke with a YC alum that has open sourced 90% of his codebase and recommended keeping a small subset of it proprietary. He said that when he was out fundraising it defused a lot of tension when VCs and angels would ask about his open source policy and he could say "well, I keep some of my hardest algorithms in a closed repo." As a game, we have the art, which I agree is a pretty substantial barrier to copying us (many tens of thousands of dollars in our case), but would you still recommend 100% open source vs 90 or 95%?

Re: CodeCombat in Y Combinator

#16

I gave the first level over to my wife (who is a non-programmer, and has no interest in programming, but loves RPGs). Unfortunately, it didn't work out too well. She was able to make it to the ogre, then then misspelled the attack command. At that point, her browser froze, then continued to give her a script error at " http://codecombat.com/javascripts/vendor.js:52612" . Which is too bad, because I'd love to show her…

Sorry about that testing, our server sometimes messes up the code sync; for now, just copy it, delete it, and paste it in again (all the code). We have it on our list of stuff to fix, but didn't expect another traffic spike so soon and so had pushed it off a bit!

Re: CodeCombat in Y Combinator

#18
post #13

Hi, gamedev here. At one point on stage, you brought up the possibility of open sourcing your code, and Paul cautioned you that you may want to follow game industry conventions. There are two reasons the game industry tends to keep their code closed-source. 1) It has been lucrative for game studios to sell licenses to their closed-source engine. Some game studios, such as Id Software, have made hundreds of millions o…

If you can maintain a competitive advantage while open sourcing your code, then I think it's better to do so. I mean your whole shtick is teaching people to code - so open sourcing follows naturally from that. Keeping up competitively means keeping your design better than everyone else's and keeping your feature set better than everyone else's. If you do that and open source your code, you'll be alright.

Thanks for that data point bennyg, appreciate it. Our intention is definitely to do as you describe (keeping ahead of the pack in terms of features and design). One thing YC is going to allow us to do is invest heavily in those areas in the coming months so as to differentiate ourselves.

Re: CodeCombat in Y Combinator

#19
post #11

Love the concept, will definitely be interesting to see what you come up with to teach some more abstract lessons. Wish you all the luck. Here's a small big from the couple minutes I spent playing with levels 1 / 2: While it does execute the code on the right perfectly even if it's not the expected optimal entry, the camera focus during a playback will lose sync with the "spells" if you add a few extra calls like mov…

Ahh, that's a good point xarien, thanks for reminding us of that. The ending "coolcam" is a bit fragile but is engineered in a way that it should be capable of handling variable win conditions, will speak with Nick and Scott about how best to tweak that.
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