@trescenzi suggested that you should be able to "fork" someone else's answer to a problem. I've been thinking about it a lot, and think this is a great idea, bouncing off of it:
For each user (after they turn the feature on):
Create a repository called ForkaholicsLevels
Export our levels to YAML
Add them to the ForkaholicsLevels repository through HTTP to the repository
This forces some good habits on our part: configuration for levels. Instead of some solving some arbitrary way to store position (and ESPECIALLY when we expect them to go back to the level), we can store it as structured data that users can import and export.
We lose the need to track levels between computers (so, HTML5 Web Storage as a cache is still viable, and we don't need to worry about a way to let them transfer it).
It adds a whole new level (literally, playing WITH github) to the game's design.
It also sounds trivial~ish to impliment. Just a few github API calls. Since we're starting out ground up, I don't think handling the level as structured data (ensuring it can be exported), would be a big deal.
As a bonus, they can edit their levels with actual code, rather than the GUI :+1: (haha)
@trescenzi suggested that you should be able to "fork" someone else's answer to a problem. I've been thinking about it a lot, and think this is a great idea, bouncing off of it:
For each user (after they turn the feature on):
This forces some good habits on our part: configuration for levels. Instead of some solving some arbitrary way to store position (and ESPECIALLY when we expect them to go back to the level), we can store it as structured data that users can import and export.
We lose the need to track levels between computers (so, HTML5 Web Storage as a cache is still viable, and we don't need to worry about a way to let them transfer it).
It adds a whole new level (literally, playing WITH github) to the game's design.
It also sounds trivial~ish to impliment. Just a few github API calls. Since we're starting out ground up, I don't think handling the level as structured data (ensuring it can be exported), would be a big deal.
As a bonus, they can edit their levels with actual code, rather than the GUI :+1: (haha)