Playscl is a platform for creating and playing simple, editable games. Users can modify existing games or build their own from scratch using a visual, block-based scripting language. The focus is on accessibility and ease of use, encouraging experimentation and sharing within the community. The platform aims to empower users to not just play games, but to understand and modify the mechanics behind them, fostering creativity and learning through playful exploration.
The blog post "Solitaire" explores the enduring appeal of the classic card game, attributing its popularity to its simplicity, accessibility, and the satisfying feeling of order it creates from chaos. The author reflects on solitaire's history, from its potential origins as a fortune-telling tool to its modern digital iterations, highlighting how the core gameplay has remained largely unchanged despite technological advancements. The post argues that solitaire offers a meditative escape, a brief respite from daily stresses where players can focus on a manageable task with clear goals and achievable victories. This inherent sense of control and accomplishment, coupled with the game's undemanding nature, contributes to its timeless charm.
Hacker News users discuss the Solitaire blog post, focusing primarily on its technical aspects. Several commenters appreciate the in-depth explanation of the game's scoring system, particularly the breakdown of Vegas scoring and how bonus points are calculated. Some question the strategic implications discussed, debating whether the outlined strategies genuinely impact win rates or merely represent good practices. There's also discussion about different Solitaire variations and their respective rule sets, with users sharing personal experiences and preferences. The post's code implementation receives praise for its readability and clarity, although a few suggest potential improvements for handling specific edge cases.
Disney's Toontown Online initially lacked true free chat, instead using SpeedChat, a pre-selected phrase system intended for child safety. Its development involved balancing expressive communication with stringent filtering to prevent inappropriate language and personally identifiable information. This led to complex categorization of phrases and multiple iterations of the system, aiming to allow kids to have fun while remaining safe. The post details the evolution from Disney's internal chat system, BlockChat, to the more customizable and expansive SpeedChat seen in Toontown, highlighting the technical and philosophical challenges faced in creating a safe yet engaging online communication tool for children.
HN commenters discuss the surprising technical complexity of Toontown's SpeedChat, a system designed to allow safe communication between children. Several express nostalgia for the game and the cleverness of the system, which used pre-approved phrases to prevent inappropriate language. Some commenters recall exploiting bugs or using creative combinations of phrases to circumvent the limitations. The technical implementation is discussed, with mention of client-side prediction and server-side validation to manage latency. The conversation also touches on the challenges of content moderation at scale and the trade-offs between safety and expressiveness in online communication, particularly for children. One commenter shares a similar experience working on Club Penguin, highlighting the extensive effort required to maintain a safe online environment.
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https://news.ycombinator.com/item?id=43321688
HN commenters were generally positive about the "editable games" concept presented. Several praised the simplicity and educational potential, suggesting it could be a great tool for teaching programming concepts or creating quick prototypes. Some expressed interest in seeing more complex examples and features like multiplayer functionality. A few commenters drew parallels to existing platforms like Bitsy and Pico-8, highlighting the niche this project fills for accessible game creation. Some questioned the long-term viability and whether the "edit while playing" aspect was truly novel, but the overall reception leaned towards appreciation for its ease of use and potential as a learning tool or creative outlet. A couple of users pointed out missing features such as undo/redo and improved UI elements.
The Hacker News post "Show HN: Editable Games" with the URL https://playscl.com/make sparked a modest discussion with several insightful comments.
One commenter expressed excitement about the potential for educational games and the possibility of building a "programmable space" within the game, allowing players to create and share their own game logic. They were particularly interested in the idea of combining this with a visual scripting language.
Another commenter pointed out the similarity to the game "Kodu," developed by Microsoft Research, which offered a visual programming environment for creating games on the Xbox 360. They praised Kodu's intuitive interface and suggested that the project highlighted in the HN post could benefit from a similar approach.
Further discussion revolved around the challenges of discoverability for user-created content. One commenter emphasized the importance of making it easy for players to find and play games created by others. They suggested implementing a system for sharing and browsing user-generated content, perhaps incorporating features like tagging, searching, and curated lists.
A later comment questioned the closed-source nature of the platform and proposed that open-sourcing the project could foster a larger community and accelerate development. This sparked a brief discussion about the trade-offs between open and closed-source models.
Other comments touched on technical aspects, including the choice of JavaScript for the game engine and the potential for performance issues. One user inquired about the specific JavaScript libraries used and expressed concern about the scalability of the approach.
Overall, the comments expressed a mixture of enthusiasm for the project's potential and pragmatic concerns about its implementation and long-term viability. The discussion highlighted the importance of user-generated content discoverability, the potential benefits of open-sourcing, and the technical challenges of building a robust and scalable game creation platform.