


I hadn’t gone too deep with Nuxt previously just a couple of very small apps. (By the way, if you didn’t know or hadn’t guessed: Nuxt could be fairly described as the Vue equivalent of Next.js.) I considered using another framework (I’ve also built projects in Svelte and React), but I felt Nuxt hit the sweet spot of familiarity, ease of use, and maturity. I’m a huge fan of Vue, and wanted to use this project as a way to expand my knowledge of its ecosystem. I’d like to spend this article talking about the tech behind the game, the decisions involved, and lessons learned in case this is a road you’re interested in traveling down yourself. I spent my evenings and weekends over the course of about four months building the app. (I have no idea how the original Latin word was pronounced, but I say it “QUINN-ah,” which is probably wrong, but hey, it’s my game, right?) The traditional game is usually played with four-letter words, or sometimes four digits (or in the case of Mastermind, four colors) Quina uses five-letter words with no repeated letters, so it felt fitting that the game should have a name that plays by its own rules. The name “Quina” came about because it means “five at a time” in Latin (or so Google told me, anyway). You use that clue to refine your next guess, and so on, but you only get ten total guesses run out and you lose.
#GOOGLE WORD GAME CODE#
After each guess, you get a clue that tells you how close your guess is to the code word. The object of Quina is to guess a secret five-letter word. In fact, Mastermind is actually a version of a classic pen-and-paper game Quina is simply another variation on that same original game. The easiest way to explain Quina is: it’s Mastermind, but with five-letter words. Last August, I started working on my most ambitious project to date, and four months later, I released it to the world ( read: got tired of fiddling with it): a word game app that I call Quina. I loved the challenge of recreating games like color flood, hangman, or Connect Four in a browser.Īfter a while, though, the goal got bigger: what if I made an actual game? Not just a web app a real live, honest-to-goodness, download-from-an-app-store game. Sometimes it was just a CodePen demo sometimes it was a small side project deployed on Vercel or Netlify. And as I learned more and more about JavaScript, I especially loved making games. What I built on the web naturally became more complex than that grid of elements over the years, but the thrill of bringing something truly interactive to life always stuck with me. I spent what felt like hours mousing over the boxes, resizing the window to watch them change size and alignment, then doing it all over again. I remember making a responsive grid of blue squares (made with float, if that gives you an idea of the timeline), each of which turned orange when the cursor moved over them.

Those early moments playing with :hover were nothing special, or even useful.
#GOOGLE WORD GAME ARCHIVE#
He invited scholars and enthusiasts to his private Spear's Games Archive to study the collection which documents four generations of his family history and game history alike. When toy giant Mattel bought up the company in the 1990s, Francis Spear, great-grandson of the company founder, was able to save the valuable archive. During the 115 years of the company's history, numerous games, designs, prototypes and documents were stored in the company archives. Based in Nuremberg and Enfield near London, the company published international game classics such as The Flying Hats and Scrabble. Spear & Sons quickly developed into a global player in the gaming industry. 1 question and answer game "Tell me!", consisting of 1 metal turntable with metal base and 48 question and answer cards game instructions in cover in original packaging with red cover picture.įounded in the small town of Fürth, Germany at the end of the 19th century by Jacob Wolf Spear, J.
