hungry-llama
============

Edmund is a Hungry Llama, but he is a very picky eater and his tates change very quickly. This is a multiplayer
web-based game where players need to quickly figure out what to feed Edmund.

Oh, and Edmund only communicates through digital logic diagrams. He's weird like that. 

(Hat tip to the Apple II game Rocky's Boots, one of my favorites.)

## How to Play


## Strike List
- Integration tests
- Don't send whole data blob with every change
- Randomize questions (?)
- Tutorial to walk through different symbols and how they work
- Timer on questions. Score based on time, not just first correct
- Don't send socket ids in game data
- Better way to send names into game other than the url
- Some sort of score reward/reveal moment
- Show that answer was wrong when submitted
- Use a SPA framework for the front-end: Backbone?
- Make a build process that produces production-ready minified and uglified files
- ~~Don't hard-code socket.io connection string in client~~
- ~~Get working on Heroku~~
- Set logging based on environment
- Run mocha tests with grunt builds
- Add more content
- Accept ENTER key to join game instead of just mouse clicks
- Deal with "first-player" more fairly to account for latency.
hungry-llama
============

Edmund is a Hungry Llama, but he is a very picky eater and his tates change very quickly. This is a multiplayer
web-based game where players need to quickly figure out what to feed Edmund.

Oh, and Edmund only communicates through digital logic diagrams. He's weird like that. 

(Hat tip to the Apple II game Rocky's Boots, one of my favorites.)

## How to Play
For each question, you will see a logic diagram describing what Edmund wants to eat. Underneath the logic diagram are several food items. You can toggle each tasty snack on and off by clicking it. Your goal is to choose which foods Edmund will eat. The first player to correctly select the correct food and click submit gets 100 points and we all move on to the next question.

## Strike List
- Integration tests
- Don't send whole data blob with every change
- Randomize questions (?)
- Tutorial to walk through different symbols and how they work
- Timer on questions. Score based on time, not just first correct
- Don't send socket ids in game data
- Better way to send names into game other than the url
- Some sort of score reward/reveal moment
- Show that answer was wrong when submitted
- Use a SPA framework for the front-end: Backbone?
- Make a build process that produces production-ready minified and uglified files
- ~~Don't hard-code socket.io connection string in client~~
- ~~Get working on Heroku~~
- Set logging based on environment
- Run mocha tests with grunt builds
- Add more content
- Accept ENTER key to join game instead of just mouse clicks
- Deal with "first-player" more fairly to account for latency.
Update readme with how to play
Update readme with how to play
