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I have been working from this document (which has been previously shared by GoogleFrog, but nowhere terribly easy to find):
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I have been working from this document (which has been previously shared by GoogleFrog, but nowhere terribly easy to find):
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https://docs.google.com/document/d/1LWOmFEMKzX5rHLX6CSUin2AVfCxP6ESs3-xULyBBWeQ/edit?usp=sharing
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https://docs.google.com/document/d/1LWOmFEMKzX5rHLX6CSUin2AVfCxP6ESs3-xULyBBWeQ/edit?usp=sharing
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I
have
primarily
been
working
on
the
server
side
of
things
(
in
C#)
,
which
is
the
part
which
has
the
largest
"barrier
to
entry"
in
terms
of
setting
up
a
working
development
environment
and
understanding
the
code.
My
assumption
is
that
if
I
can
get
that
part
largely
complete,
then
the
tasks
of
polishing
the
lobby
interface
and
in-game
mechanics
(
in
Lua)
are
lower-barrier-to-entry
tasks
which
I
could
find
help
for
if
they
were
the
only
remaining
tasks
between
us
and
a
functioning
Planetwars.
|
5 |
I
have
primarily
been
working
on
the
server
side
of
things
(
in
C#)
,
which
is
the
part
which
has
the
largest
"barrier
to
entry"
in
terms
of
setting
up
a
working
development
environment
and
understanding
the
code.
Unfortunately,
it
is
also
where
the
most
important
changes
to
make
Planetwars
work
better
live
(
particularly
how
the
PW
matchmaker
functions)
.
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6 |
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7 |
My assumption is that if I can get that part largely complete, then the tasks of polishing the lobby interface and in-game mechanics (in Lua) are lower-barrier-to-entry tasks which I could find help for if they were the only remaining tasks between us and a functioning Planetwars.
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