This looks great! I may try this out for a summer trip. We plan trips amongst 3-4 of us. We've used Notion before, but my wife and friend couldn't understand it. We've used a Google spreadsheet and that works OK (using travel planner template). I used a Google doc this time and it's honestly better than the other two, although in Notion I _did_ like the ability to calculate trip cost and budget using tables + calculations.
This is neat! I heard about MicroAcquire the other day on the Indie Hackers podcast but it's more around projects that have demonstrated revenue or profit.
I guess it could be hard to determine the value of the project; without revenue it's hard to know what it's worth. You might be tempted to ask for a price based on your time spent but that doesn't translate to value-added. But maybe that's OK: it's meant for side projects. :)
Is it possible to output to a data structure format (JSON or whatever)? It'd be fun to read these mazes and generate dungeons for a game, especially the circular ones :P
TypeScript is amazing, enough said. If you're building any application with any amount of code that has to be worked on by anyone other than yourself, you want to use TypeScript (I'd argue even for yourself, use it, it'll catch enough errors to pay for itself in spades). Coupled with editors like Visual Studio Code which are cross-plat and have first-class tooling for TS/JS, it just makes you objectively more productive both as a consumer and writer of Javascript. Even the most die-hard pessimists I've met love TypeScript once they try it.
I guess it depends on the engine, or maybe that was a rhetorical question. It doesn't take a month, or even a week, though--maybe to master them but not to learn the API. We've worked hard on our little project to design our engine for non-game developers or veterans, it's only a few lines of code to move a square, or draw an image, for example. But I understand the sentiment, especially for a one-time project.
But they wanted a lot more than that. Engines like Phaser work hard to take care of browser quirks for things like PointerEvents vs. TouchEvents vs. MouseEvents or supporting mobile devices. Sure, it seems simple at first until you run into those kinds of problems and reinvent the wheel... learning an engine isn't terribly complicated but I understand the sentiment for a one-time project. It just seems like they did so much other planning but didn't want to plan the UI implementation to the same degree?
This is awesome but man, reading the canvas portion was a bit distressing. I wonder why they didn't use a game engine to do this? All the work they did has been implemented already in several JS game engines, such as the one I help maintain (it's free and OSS), https://excaliburjs.com. We support all the features they needed including mobile & touch support. They could have also used Phaser (http://phaser.io) too I bet... that has WebGL support for even faster rendering on supported devices.
It's funny you say that because I feel the same way as a developer. However, users of my site wanted password-based logins even though I support multiple social logins (Google, FB, Microsoft, etc.). Granted, I use PBKDF2 salting and hashing and I take security seriously, but it's interesting how average people sometimes don't trust social providers or think I'm storing their credentials to that provider.
My team is looking for someone to join and work on our internal web infrastructure. You would work with other team members to manage our web server infrastructure, new technology projects (think containers, cloud, etc.), writing infrastructure automation (using Powershell, .NET), and if you are interested in development we also own a few .NET web applications that provide self-service and infrastructure support. We work on a lot of fun projects with modern tooling and we also handle day-to-day support (on a rotational basis).
Interviews are with fellow team members and walk through common scenarios you may run into and we work through them together.