Ask YC: What are you working on right now?

27 points by robmnl ↗ HN
What's the startup, project you're working on right now?

I'm working on ONE, which is a collaboration platform for projects, tasks, invoices, ...

Want to bring some of the YC spirit back here, so many posts about normal internet stuff.

160 comments

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I'm working on a photo hosting service, http://Simplebucket.com Basically, I relaunched the service on March 20th with a new interface, look and a bunch of other features. Now I'm working on a feature "Beeps" for our next release. "Beeps" is the social part of Simplebucket. That's all I can say for now.
Interesting, I registered "bookmarkbucket.com", partially with similar intentions.
A photo hosting app?
Haha...if that is the case, then I am not sure it is the best named domain :)
The idea is/was to do much more than just photohosting.
A bucket for any type of bookmark?
Hey, now you're on to something! ;)

bookmarks "picture"marks "socialmedia"marks...

I suggest you deploy version 1 in 24 hours and see if you get any traction?

(I wish people would tell me to do this more often with my ideas)

uhh.. that sounded like delicious
Photohosting among other things, yes.
I'm working on a quad-venti latte at the moment.

:)

For the fools (intended satire for date posted):

http://www.quicksilverweb.net/sbucks/sbcharts.htm

4 shots of expresso with milk and foam and such, venti being the large size. With that order though, I am still unsure if it is served hot or cold. My guess is if you don't specify, it is served hot.

I'm working on a member management system targeting a small niche market. Currently waiting on design revisions, my designer is coming up with some pretty unique stuff so I don't want to code too much since a lot will need to be rewritten around his designs.
I am working on a kids MMO with a very cool spin on it. Getting the Business Plan and pitch worked out...
I am also working on an MMO. It's a space game. My spin is that everything in this game will be emergent. The players can design and play anything in this game, or it will evolve through genetic algorithms. I've worked out how to do most of this. I'm still working out how to evolve NPC ship AIs, but that's not the most important.

Also, everything in this game will be scriptable. Users will be able to create programs to control anything, then license those programs to other users to make money. They will also be able to license designs. Exponential proliferation of designs and scripts is prevented by limiting designs per user to some maximum number.

Basically, I'm going to make a MMO, where the developers are out of the business of creating content. The users create the most compelling content anyhow. Oh, and the "gold farmers" -- I'm going to have them writing content for me! You can't beat market forces. Better to co-opt them.

You can think of this as Second Life in Space, with much easier implementation requirements.

That idea totally rocks!
Okay, you may be named stcredzero and it may be April fools day, but that sounds like interesting stuff. Do you have anything to show yet?
I've been named stcredzero for a very long time.
Awesome! Please add me as a beta tester (gmail kirubakaran).
Wow, that's pretty much what I'd be doing if I had infinite free time and much deeper knowledge of CS.

Have you written any more about this anywhere? I'd be very interested to read about your game & systems design and the process you're going though.

Nope, this is the first time I've spilled the beans.
I heartily encourage you put fingers to keyboard if you can spare the time (and be sure to submit here if you do).

It strikes me as a project of such complexity and delicacy that the risks involved in publicising some of your ideas are much outweighed by the potencial gains from starting a public dialog. (though I would say that, as I'd love to read about it ;)

Please use a toolkit that has Mac support. Thank you. :)
Currently, I'm using Panda3D, which is compilable on OSX, though it's not supported in teh main branch yet.
Curious: how do you get the 3d models? I just wonder how much effort it is to create 3d models for a game. I am not afraid of 3d programming, but the modeling is a different kind of beast...
Right now, I'm using Wings 3d for polygonal models as in the old Elite game. I'm not an artist. I'm going to hire one or two artists to make it look good.
It sounds totally great....interested to see Rev 1.
I find the concept of Second Life interesting, but it is difficult to use. If you could create something along the same lines of Second Life that is easier to use and eliminates the lag problem, it would definitely be something I would try.

I found Second Life after reading about Asperger's Syndrome and the communication problems associated with the syndrome that Second Life seems to break down. (No, I don't have Asperger's Syndrome; I am just an prolific reader.) What I was fascinated with is the variety of user created items and the pseudo-economy that developed within the world.

If you could create something like Second Life, it would definitely be used.

It will be like Second Life, but everything will be a Ship, an inert object in space, or an Item to be used aboard a ship. Users will be able to design Ships and Items, but only after they have built and supplied a special ship outfitted as a Research Facility and operated it for a certain period of time. Designs will be vetted at first, but this will transition to a Slashdot-like moderation system.

The galaxy will be procedurally generated. There will be millions if not billions of star systems. You will not be able to bookmark arbitrary locations in space, however. (Hyperspace is extremely chaotic and changing, so any jump to a coordinate in "Real" space will always be randomized and never precise.) You must drop an item called a "beacon" to be able to warp back to a specific location. A user will only be able to afford a certain number of beacons.

Do you intend to code a realistic physics system into this game? If so, will you be using a physics engine that has the concept of relativity built into it?
Relativity? Not right now. You will be able to fly a ship in "Newtonian" mode, but with a speed limit (due to collision implementation issues.) The ship will also fly in "inertialess" mode which will be like the way ships fly in Star Wars. Performance of ships in "inertialess" mode will be comparable to that in Newtonian, just with less flexibility.

One interesting twist to ship design, will be that the shape of your ship will actually change its stats in meaningful ways. For example, if you have a ship that uses armor for protection, then having the hull of your ship angled like an arrowhead will give you higher armor values from the forward direction. (And much weaker from the sides and rear.) Having a ship which is longer will also improve the performance of axial mount weapons. However, increased length, size and mass also have drawbacks, as it will reduce your maximum turning rate and the rate at which you can change angular momentum. Components will require some internal volume, so you won't be able to make an invulnerable Death Pencil.

The game will have elements of "space opry" and not just have hard science fiction. I want people to experience the thrill of epic space battles. There will also be exploration and trade.

for the NPC ai, I recommend having the online part of the algorithm not use GAs, but just some sort of statistically learning on decision trees, GAs done right are tricky, and its worth pointing out that they're basically an optimization technique best used when the problem domain doesn't have enough structure to use other techniques which provide much stronger guarantees.
I have to say though, that having an MMO which has an open content creation system and is well architectured would be fun
What I mean when I say that the "users make the best content anyway" is that most people just ignore game-company produced "content" or just figure out how to blow through it to get the items. What takes the place of such "content" is the real content -- players vying against players to achieve their own varied and often conflicting goals. What players have done to me and with me has excited, terrified, exhilarated, and entertained me 50X more than any game content ever has.

There are certain elements of "content" for which there will be "structured content creation." Players will be able to design new items. They will be able to play as whole factions if they want. (Using a distinct RTS style of play, controlling an entire economy of autonomous drones.) But there will be no drudgery of missions, no mining, no leveling up, no camping. Only either the action of combat, or the management of wealth generating economies.

I suppose you're conscious that there are a few huge cans of worms in your way. Expect QA and customer service to become more 'interesting' than in the typical MMO. Player scripting will tend to alienate nonhackers (script trading notwithstanding). Empowering players as you suggest in other comments (letting them run whole factions) reduces the pressure to socialize, which is the main driver of player retention.

Surprising as it may sound, the downsides that many MMOs have as games actually help them succeed as the glorified social networks most of them are. Boredom and disempowerment bring people together. As the cliché goes, they come for the game and stay for the community.

That said, I love your concept and I'd definitely give that game a try. I wouldn't consider playing a MMO that runs on rails and where I can't automate away my repetitive tasks. I think you'd get a smallish but interesting and loyal player base. Maybe it could reddit out from there if that's what you want; otherwise I believe it would work great as a lifestyle business.

Is it on purpose that you don't provide contact info in your profile? I'd love to exchange some thoughts with you (see address in my profile.) I worked for a few years in what is today the leading commercial space MMO, and I've been entertaining some ideas on those lines too.

Player scripting doesn't seem to alienate people in Second Life. Maybe there's something I don't know. Scripting will not be required to play. You will be able to buy scripts from weapon developers, who will finally be worthy of the name.

Faction players will need pilots. Their AI drones will never be a match for human pilots in player ships. On the other hand, pilots will need factions -- otherwise it will be hard to generate enough wealth for the very best high tech equipment.

TBH I've never played Second Life, but from what I've read it's more of a social sandbox than a direct competition. The space setting is more associated with combat and domination. It seems more likely that nonhackers will call foul on any disadvantage, real or perceived.

In my experience advocating player scripting in a MMO forum, I've observed that there is much prejudice against real life technical skills. Players seem to have less of a problem with other real life factors having an impact. Factors such as social skills or ability/willingness to spend more time on the game. I think this is because it takes technical skills to evaluate the true impact of mechanics involving technical skills, in order to come to the conclusion that they are mostly benign.

OTOH, I've also observed that some nontechnical people actually like scriptability and others can be convinced (with some difficulty; they often assume you're trying to skew the game towards your abilities for the sake of getting an edge) if you have the chance. And of course, people that can program absolutely love the feature. Unless you start with millions and a recognized IP, I think your best bet is making some underserved audience love your game rather than try to please the mainstream.

So I was playing devil's advocate here. As I said, I myself would love player scripting, and if I was to make a MMO, I'd bite the bullet. But whatever you do, I think these are factors to take into account.

Do you still have humanoid "player characters" in your game, or is your avatar simply a [set of] ships? I've always wished for a space game where each "ship" is a thriving colony all on its own, with hundreds of players with their own quarters, and an intense rivalry over who will be "captain", "navigator" and so on (unless it's some sort of military ship, but there could still be a mutiny!) If you are the ship[s], this gets a little less poignant.

Also, watching sci-fi TV shows for a long time, I've come to appreciate the visual value of "away missions"/shore-leave. It's boring staring at a starfield for hours at a time (even with cool nebular effects.) Is there a way to land on planets that have life on them (that is, not boring ol' asteroids) and perhaps stay there, living off the land for a while where no one can find you but for your radio pollution?

Sorry if this is all irrelevant to your particular implementation, but I've been planning my own similar venture for a while.

I would like to have player avatars in the future. We will start out with ships, however.
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Seems like a serious concern would be protecting the kids in this virtual world, lord knows the other "Kid" playing the game may be a 30-year old creep in his mom's basement. (Of course I worry about this when I play WoW as an adult, lol!)

I'm sure you've thought about this in depth, but my first thought was, that if you could make it a game that a child could play WITH a parent, and both coud enjoy, then that would be something I would buy for my family!

Consider movies... everyone knows the highest grossing movies are the kids movies that ALSO appeal to parents, (Shrek, Bee Movie, Shrek II, Everything Pixar, anything with the word Shrek it in...)

I'm working on a small project related to baby naming which is a toy to get me familiar with RoR and experiment with building a registrationless user experience.

It's just an evening project and should be online later this week on Heroku.

Client's print server crashed in the middle of the night. Month end accounting batch (written by idiots) updated databases before encountering dead end at printing. Accounting wants their reports, but there aren't any. Can't restore because sales & fulfillment have already done many database updates before I was called. Not sure what to do.

Today I was going to add a few features to my web app. Instead, I guess I'll be changing 20 year old programs to not update databases, but print reports. I think. Not sure.

So I thought I would just have a cup of Columbian Supreme, a donut, and a quick visit here. Makes about as much sense as anything else.

(If only this were an April Fools joke.)

I'm working on bug.gd, our error search engine.

Specifically, we just announced/launched an experimental tool for (any) Python interactive interpreter. Whenever you run into an error, you can do a quick search for how other people got past the same error.

Hmm.. that's actually very interesting.. My way of finding out error messages now is just to google it and then dive through all the results.
The Python thing is more of an experiment as we flesh out our APIs for various languages: http://blog.bug.gd/2008/03/29/error_help-for-python-hackers/

The bug.gd site is more like a 'recycling bin' that reminds you to come back and share your workaround so it's not lost for the next guy who searches. Searching on Google works for a lot of people, but this is a lot more focused and helps the community when it's used.

Long-term we'll be integrating client-side tools into every application/language we can.

The online store/catalog in AWDR was non-interesting so I'm iterating a clone of Buxfer's iPhone webapp (while I teach myself Ruby-on-Rails). I have no intention of competing against Buxfer - I use their app for real expense reporting instead of my crude app - their iPhone application is a excellent example of a iPhone webapp.
A new way to create software and a new operating system built from the ground up based on it.
I rather like your site, but it seems very confusing. Like I can't find any hearts for me to click on to say that I like it. (I'm on Opera 9.5 beta.) Also, there are songs embedded everywhere, and I'm not sure why, or what all the links mean. (I don't understand their purpose.) What would also be nice would be the title and the artist within these links as well.

I do like all the music I've clicked on so far though. . .

Edit: It does have the artist and title in the embedded link. Just seemed weirdly placed. My bad there.

I'm sorry you found it confusing (hence the redesign in progress ;) ). The hearts are white until you favourite a song. I can see how this can be confusing when they are red in the instruction text.
working on a tool related to the medical insurance billing industry.

not reinventing the wheel, just hoping to make some money so i can afford to reinvent the wheel later. :)

I'm working on a webapp to let people create their own games. Just finished e-mailing with a prospective cofounder (he turned me down, sigh), now going to start coding up some enhancements to collision detection.
eBay killer.
The world needs that. I mean that with no irony/sarcasm. Ebay sucks. The idea is great. The implementation is unbelieveably bad.
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Working on a fresh, disruptive collaboration system for a stodgy, niche industry (will keep that bit of info under wraps for now).
amateur sport website (multisport nike+)
clinical trial data management. You wouldn't believe how tough it is to get people to let their paper go.
I rarely share details, but I will for once.

I am working on version 2 of a simple tool for a friend that he uses for some contract work in the statistical analysis field.

Version 1 was a Java app and minimally featured, version 2 is web based, done in Django and intended to be a lot more robust.

Experimenting on a web app for people to "quickly and easily" share the stuff in their heads either with words, numbers, or pictures. Very vague at this point. Still working out some details.

Keywords: functional frictionless.

Getting a job.
Writing a new essay.
I already read your new essay using GDay ;-)
That must explain how people have already written posts complaining that it's elitist and consists of nothing more than my subjective opinions presented as if they were true.
All the best essays are.

Encyclopedias are objective truth and they are boring.

What's GDay?
A fictional new service of Google to browse the web as it will be like at T+24h.
I'd pay to see your essays in a revision controlled format.

Even better would a screencast of your editor.