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codegame.cards's Introduction

codegame.cards

Codegame - icon by freepik

An online version of the Codegame tabletop game

Install and run:

$ yarn
$ yarn dev

This project requires a Firebase database. See .env.sample for the required environment variables.

Creating a firebase real-time database

  • Create a Firebase account if you do not have one.
  • Head to the firebase console: https://console.firebase.google.com/, and add a new project. Select web-based when prompted.
  • Once the project is created, create a Real-Time Database (there should be an option to do so on the main project page)
  • In order to get the environment variables to put in a .env file, go to the project settings and scroll down to "Your Applications". You should see some integration code there. Copy the configuration values and paste them into a .env file:

Screen Shot 2020-07-27 at 11 50 12 AM

codegame.cards's People

Contributors

alex-grover avatar benjamintd avatar brewerja avatar dependabot[bot] avatar matthewrkitson avatar milansonnenkind avatar mkroening avatar msmorgan avatar n-a-sz avatar quarknerd avatar ransford avatar renanrodrigo avatar sarahmamy avatar stiglers-eponym avatar zinovik avatar

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codegame.cards's Issues

Firebase instructions for new contributors

It would be helpful to add some instructions for the Firebase dependency. I played this with friends for the first time today and was interested in contributing, but I'm new to Firebase; I created a new project (and database), but it's a little hard to know what values to put in the .env file, and from where in Firebase UI to grab them.

Use clearer chat messages

This is subjective, but I'd at least like an option for disabling the emojis and for having a clearer (albeit more boring) notification for a guess.

e.g., instead of :

Michael clicked on Pew. 😎

there would be:

Michael clicked on Pew. Successful guess.

Something along those lines, maybe? I'd rather not have any cognitive load trying to figure out what a message means.

Opposite team can press cards

When my team is playing the other team is able to press the cards, which is an issue for first time players.

(Also, 'university' is misspelled as 'univerity')

Love your game though, awesomely minimal and simplistic edition.

Words remain visible after they are chosen

Can you hide or gray out the words after they have been chosen? In the physical game, the word gets covered up and can therefore be used as a clue (as it is no longer visible). For this version, it’s a bit confusing since a chosen word still looks like an available word. Thanks!

Creation of a new classic game is broken

When creating a "Classic" game, private or public, you'll get an error. "An unexpected error has occurred."

TypeError: Cannot read property 'map' of undefined
in {w.duetMarkers.map((duetMarker) => (

Maybe {w.duetMarkers && w.duetMarkers.map?

Duet Turn flow

At least in duet, turns should alternate between giving clues. You wouldn't need to implement passing or anything like that, you just make that "give clue" action only be available to the team whose turn it is. When they are done guessing, they can just give a clue. The team actively guessing will always be the team giving the next clue in duet, so no need to worry about asking them if they want to pass.

Game Summary

At the end of the game, I could see occasionally wanting a transcript of the game. All the stuff streamed to the chat window along with the words in the grid and the assignments seems like it would be easy to systematically generate and send to an email address. The summary wouldn't need positional data, just the words and their categories for each player. The export log feature could be the "We clever huh!?" button or something like that.

German: empty card

At least in the German version, you can get an empty card, and it can even be green.

Italian

Hi!

Great implementation of one of my favorite board games.

I'd love to play this in my mother tongue, and I'm open to translating both the UI and the game dictionary myself, unless you had different plans.

Duet turn counter wrong

The number of turns remaining decreases upon giving a clue AND when missing on a guess. This is double counting. You should have 9 turns: Give a clue and miss guess is only one turn.

Also, I'm noticing that I have to refresh the page in some cases to get it to update what the other player is already seeing for turns remaining.

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