Monopoly bidding system
Designed for an alternate game start setup. Ideally, a game should begin with each player having a fair chance to buy property, without the roll of the dice getting in the way.
This system is, in effect, a mass auction. Each player starts with the same amount of money (and that amount can be easily tweaked; feel free to limit the players to spending only $1000 and having to start with $500 cash, or other patterns), which can be bid on any property. Minimum bid is the face value of the lot.
All bids are immediate and binding, until such time as you are outbid. There is currently no system for retracting an accidental bid, so take care. You will never be able to relinquish an unwanted property in order to bid higher on a contested one, so bid conservatively. (And remember that outbidding someone else gives them money to spend elsewhere...)
There is currently no authentication system, just user names.
This project has been an excellent test of things almost unrelated to its purported purpose, so why not continue? The lets-go-lindt branch explores the impact of removing React.js in favour of the Chocolate Factory, using the Lindt style for maximum similarity. Note that the current transformation does not truly capture the React style, as it assumes that it is running a single app; the ability to have two copies of a component, able to refer to their own DOM elements without clashing, is not adequately represented (I've used IDs to deal with that in a couple of places).
Steps to transform:
- To simplify the comparison, keep the client/* tree broadly structured the same way. We can even cling to the Redux state-management style, just for the sake of parallelism.
- Remove package.json, .babelrc, webpack.config.js
- Update the notes in heroku.txt to remove most of the complexity, testing all the way.