I think the more the core content (i.e., text, diagrams/tsumego, and organization) can be disentangled from the presentation (i.e., code that implements the site), the better the project could be handled in a modular fashion.
Some people could focus on contributing to the content, while others could work on the coding to implement the presentation. Ideally, the code should serve as a platform to enable flexible content, while the content creators can tune the text and diagram/tsumego SGFs independently. Imagine a system where the content could just be written as plaintext with light markup (like in Markdown) with accompanying SGFs used to specify the interactive diagrams/tsumego, and then the code could automatically generate the site from that and an outline specifying the overall organization.
There are various webpage generators out there, but those are more suited for blog-like and semi-static sites. I think this project requires at least a slightly more customized approach, due to the embedding of widgets for handling tsumego, and handling the overall progress tracker.
This site looks awesome Adam! It’s really fresh looking and accessible.
I have only one very small feedback - I think that the word “NEVER” in the first screen that you click on should be a link that explains why you will never be good at it. Otherwise this sentence can read as kind of a backhanded insult to the reader…
(I also clicked on “Understand a Professional Game”, full of hope … dang! )
GaJ
(I also noticed that hints give the solution, rather than a hint)
That is an interesting thought. Currently the hint just shows the next correct move (if it is the last or only move that means solution as well). Did you expect it to give a written text hint? Or what way would you prefer?
I guess I was surprised that the hint button played a move.
It could “point to” the next move, at the most basic/least effort. Or a hint would be “how many liberties does the white group have? Can you remove one?”