this post was submitted on 24 Apr 2025
39 points (97.6% liked)

No Stupid Questions

40289 readers
1418 users here now

No such thing. Ask away!

!nostupidquestions is a community dedicated to being helpful and answering each others' questions on various topics.

The rules for posting and commenting, besides the rules defined here for lemmy.world, are as follows:

Rules (interactive)


Rule 1- All posts must be legitimate questions. All post titles must include a question.

All posts must be legitimate questions, and all post titles must include a question. Questions that are joke or trolling questions, memes, song lyrics as title, etc. are not allowed here. See Rule 6 for all exceptions.



Rule 2- Your question subject cannot be illegal or NSFW material.

Your question subject cannot be illegal or NSFW material. You will be warned first, banned second.



Rule 3- Do not seek mental, medical and professional help here.

Do not seek mental, medical and professional help here. Breaking this rule will not get you or your post removed, but it will put you at risk, and possibly in danger.



Rule 4- No self promotion or upvote-farming of any kind.

That's it.



Rule 5- No baiting or sealioning or promoting an agenda.

Questions which, instead of being of an innocuous nature, are specifically intended (based on reports and in the opinion of our crack moderation team) to bait users into ideological wars on charged political topics will be removed and the authors warned - or banned - depending on severity.



Rule 6- Regarding META posts and joke questions.

Provided it is about the community itself, you may post non-question posts using the [META] tag on your post title.

On fridays, you are allowed to post meme and troll questions, on the condition that it's in text format only, and conforms with our other rules. These posts MUST include the [NSQ Friday] tag in their title.

If you post a serious question on friday and are looking only for legitimate answers, then please include the [Serious] tag on your post. Irrelevant replies will then be removed by moderators.



Rule 7- You can't intentionally annoy, mock, or harass other members.

If you intentionally annoy, mock, harass, or discriminate against any individual member, you will be removed.

Likewise, if you are a member, sympathiser or a resemblant of a movement that is known to largely hate, mock, discriminate against, and/or want to take lives of a group of people, and you were provably vocal about your hate, then you will be banned on sight.



Rule 8- All comments should try to stay relevant to their parent content.



Rule 9- Reposts from other platforms are not allowed.

Let everyone have their own content.



Rule 10- Majority of bots aren't allowed to participate here. This includes using AI responses and summaries.



Credits

Our breathtaking icon was bestowed upon us by @Cevilia!

The greatest banner of all time: by @TheOneWithTheHair!

founded 2 years ago
MODERATORS
 

I'm trying to make a pocket pet game, like the evolution of all the little calculator screened toys in the 90's and 00's. I don't want it to be the whale hunting, spyware riddled garbage that most phone games are. I'd rather like to release it on F-Droid instead of Google if I release it at all. I have all of it worked out on paper, from the random tables to the creature stats, to the combat mechanics, you can play it as a pen and paper if you wanted to. Problem is, I'm a pen and paper guy, and I'm having an awful time trying to learn anything about code. Where do I go to get help with this?

you are viewing a single comment's thread
view the rest of the comments
[–] listless@lemmy.cringecollective.io 53 points 19 hours ago (7 children)

When you hear “I’ve got this great app idea—it just needs someone to code it,” it may sound to you like you’re halfway there. But from a programmer’s point of view, that’s actually the least interesting and riskiest way to start. Here’s why:


1. There’s no roadmap—just “code this”

  • Undefined scope: If all I have is a vague idea, I don’t know what “done” even looks like. Am I building a basic prototype? A polished product? What features must it have on day one, and what can wait until later?
  • Endless scope creep: Without clear boundaries, every conversation becomes “Just one more little thing,” and suddenly what was supposed to be a weekend project balloons into months (or years).

2. You’re asking me to invent half the project

  • UI/UX design: How should it look and feel? What screens go where? How do users navigate? That’s a specialized discipline all its own.
  • Product strategy: Who exactly is this for? Why will they use it? How will you reach those users? If you can’t answer that, I can’t write code that solves a real problem.
  • Testing & polish: Code needs testing, bug-fixing, documentation, deployment, maintenance… none of which you’ve accounted for.

3. No incentives, no commitment

  • Why me? Great programmers want to work on problems they find meaningful, challenging, or fun—and ideally get compensated for their time. “Just code my idea” won’t light anyone’s fire.
  • Who owns it? If I invest weekends or nights building your vision, what do I get? Equity? Pay? Recognition? Without a clear agreement, it’s a recipe for frustration and resentment.
  • Long-term support: Apps need updates, server maintenance, user support. If you haven’t thought through who handles that, you’re building technical debt.

4. Real success stories are team sports

  • Cross-functional collaboration: The best apps come from teams that include product thinkers, designers, data analysts, marketers—and yes, developers. You can’t outsource half the work and expect a hit.
  • Iterate and learn: You start with sketches or clickable wireframes, show them to real people, iterate, then bring in developers to build a minimum viable product. That way, you’re coding something people actually want.

What you can do instead

  1. Write a one-page spec: Describe the core problem, your ideal user, key features, and success metrics.
  2. Mock it up: Even hand-drawn sketches of each screen help communicate your vision.
  3. Validate your idea: Talk to potential users. If they’re excited, you’ve got something to build.
  4. Find a partner: A developer who’s excited by your clear plan—and who sees a fair path to reward for their effort.

In short: coding is only about 20% of what it takes to launch a successful app. If you can’t show a programmer that you’ve thought through the other 80%, they’ll politely pass—because turning a half-baked idea into a working product is a lot more work (and risk) than it looks.

[–] Postmortal_Pop@lemmy.world 14 points 18 hours ago (1 children)

This response is sort of the issue I keep running into. I've already gotten this talk, learned from it, and moved forward. I now have nearly two notebooks detailing every mechanic, mock ups of ui design, animation ideas, sprites, complex dice roll mechanics to engage with tables for content generation, and even a roadmap for the first 15 major updates to assess timeline based on the time it takes to convert to a digital format. I'm not even looking to offload the work, database entries are like 90% of this.

I'm here asking because I don't know how to do the next part where I find the other 20% of making this happen.

[–] higgsboson@dubvee.org 14 points 10 hours ago

Some constructive criticism? This is info you should have put in OP, it would likely have made the thread more productive.

load more comments (5 replies)