weighted too long (3/3)
Switchonyms is not the first of these games I've made. Ever since Diamond Checkers, I've used a 4-character game id as a join mechanism:
With 26 letters and 10 numbers, that's 36 ** 4 possible combinations, all but guaranteeing no overlap between active games.
In my database, or in this case, the local memory's database object, these game ids become parameters that reference the entire game object. In the url, this route becomes a database lookup.
My friend Max told me all the way back with Diamond Checkers that I should stick to letters, to avoid questions about Os and 0s, Is and 1s, etc. - especially with the fancy fonts I find. But I was sure I needed that extra space just in case I got a lot of users...
Listen. ... Okay? Okay, I might have made a mistake. So... for the obvious user experience improvement, I'll go back to my old apps and update them - so enjoy those letters next time you play!
tl;dr: the experience of actual users is more important than the functionality for potential ones; CoColors' 8-character <canvas> ids were even worse; but in general, this Jackbox-esque game id idea is awesome
project: Switchonyms













