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.
CodeCombat in Y Combinator
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Re: CodeCombat in Y Combinator
#12And every company after them in Office Hours walked just a little bit slower leaving the stage...
Re: CodeCombat in Y Combinator
#13Hi, 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…
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
#14Which 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
#15Hi, 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…
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
#16I 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…
Re: CodeCombat in Y Combinator
#17Re: CodeCombat in Y Combinator
#18Hi, 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
#19Love 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…