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From: Shandy B. <sj...@ge...> - 2002-01-21 09:34:35
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no release this weekend. I'm bogged down with issues about message-passing over the internet. I'm trying to implement a Producer-Consumer model on both the Client and Server side with XML-RPC. Right now, I'm trying to wrap my head around how that'll work with GTK. some recent thoughts: - maybe I should package up all the View... Objects into "families" or something. ie, if i'm using the GTK MapView, then i'll probably be using the GTK SectorView as well. another way of doing it would be to give them all the same name, and do a 'from specificView import *' at the top -- less code that way, and easier to change. - a text-view could be done with curses, can't spend the time now to learn it. - could make a 'FreeBoard' game, where any player can do anything to any item, and ALL requests are exposed through menus - have each map notebook have a menu across the top. andy |
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From: Shandy B. <sj...@us...> - 2002-01-18 09:45:57
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> Thanks for the reply, I'll probably keep track of your revisions and > play with it again when you get around to the graphs. In truth, > my game is node-based, which are logically, but not visually, > equivalent to sector-based games. Think Go. First of all, just for the sake of talking about the same thing, I differentiate between the types of Maps thusly: Grid: sectors have a maximum of four neighbors, and all sectors have four neighbors except for corner and side sectors HexMap: like grid, but 6 instead of 4 GraphMap: no rules. I looked up Go on the internet, and it could be done by making a new View class for Grid, or by making a new View class for Sector. (I've separated everything logical from everything visual already) Does that make sense? > > My initial goal with QUB was to create: > - the image of a board > - images for the two types of pieces > - a package which allowed for arbitrary numbers of pieces to be placed > on the board if that's all you want (if you want all the rules to be enforced by the players), that's basically what the 'example' application does. except that there's a bug right now when you delete a piece. but if that bug was cleaned up, you could do this: start 'example' create 2 players, start the game after each player places one piece he ends his turn. if a piece is surrounded, that player has to delete it. > > QUB, which allows the PLAYERS to control the game needs no further > functionality for at least 30-40% of board games. > > (Pieces which flip, stacking pieces, cards, are all another story of > course. I'm ignoring that for now.) > > QUB does not allow you to create such a thing. You must define > relationships, behaviors, sets, etc. to play a game. You can't > just say "the board" "this set of pieces". It seemed that > to create the game I describe I would have to define several > description files and learn their overly complicated API. > When you add to that the difficulty of setting up the system > itself, it is just not worth it. so are you saying that QUB doesn't let you play simple thing like you describe? it forces you to put more complexity into the game? IMHO if a user wants to sacrifice features for simplicity, he should be able to. > In fact, I found their approach of interface made it far more > difficult to use than a library where you overload and/or > replace things, which would of course also allow you include > all sorts of additional things like robot players, game logic, > scoring, and so on. cool. Well hopefully this weekend will bring a new version of MGS with that bug taken care of and internet communication working. ttyl. andy |
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From: Shandy B. <sj...@us...> - 2002-01-18 09:22:47
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Hey Davide, how about signing up for the Metagame-Sector list and we can move this conversation onto that. That way everyone interested can see what we're talking about. You can sign up here: http://lists.sourceforge.net/lists/listinfo/metagamesector-discuss > I'm currently working with XML-RPC to do my networking functions. The > game server contains all the data, and a player basically has to send > every command to the server, so cheating will be hard. I think that sushi has alrady solved this problem. If you want, we can do a project mergirg: sushi-server is only the "switcher" and a python API implements the players, the artifacts. So a Dungeon Master can easly write a script that assign 50 xp point to all the players .... Unfortunately, this week is pretty busy for me, so I probably won't be able to do new work until the weekend. I guess what I should do firstly is download and try out OpenRPG and QUB, and try and see the strengths and weaknesses of those two projects. Then I'll take a look at the Sushi code and try to determine whether it would make sense to use that. > We needs an easly extendible API that allow players to do a complete > characters tracking. What do you mean here by "tracking"? Do you mean having a data structure for a Dungeons&Dragons style Player-Character (which is probably nothing more than stats & inventory), and an appropriate set of functions, like Attack(), Die(), Cast(), etc.? For something like that, I would subclass MetagameSector's Unit class. > First of all we need to create a fast and small server > and client (and I think that sushi "fit this shoes"). like I said above, I'll take a look at Sushi this weekend. > Then we need a program > that allow players to choose the right server on the net (and you are in the > right way...). Yeah, this is something that I could get a quick version 0.1 done on the weekend. |
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From: Joshua R. <jos...@ya...> - 2002-01-17 23:35:03
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Thanks for the reply, I'll probably keep track of your revisions and play with it again when you get around to the graphs. In truth, my game is node-based, which are logically, but not visually, equivalent to sector-based games. Think Go. I can implement my game with sectors, but the canonical representation is with nodes. Do you think your system would allow for that? just curious. > I haven't had any experience with QUB other than browsing the website. > what makes it so difficult? (overly long answer maybe) My initial goal with QUB was to create: - the image of a board - images for the two types of pieces - a package which allowed for arbitrary numbers of pieces to be placed on the board QUB, which allows the PLAYERS to control the game needs no further functionality for at least 30-40% of board games. (Pieces which flip, stacking pieces, cards, are all another story of course. I'm ignoring that for now.) QUB does not allow you to create such a thing. You must define relationships, behaviors, sets, etc. to play a game. You can't just say "the board" "this set of pieces". It seemed that to create the game I describe I would have to define several description files and learn their overly complicated API. When you add to that the difficulty of setting up the system itself, it is just not worth it. In fact, I found their approach of interface made it far more difficult to use than a library where you overload and/or replace things, which would of course also allow you include all sorts of additional things like robot players, game logic, scoring, and so on. __________________________________________________ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ |
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From: Shandy B. <sh...@ge...> - 2002-01-17 04:45:27
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Hi. Arbitrary graphs have not yet been implemented. The plan is currently to get client-server over the internet working (going to try to learn XML-RPC and implement something by sunday). Then I'll probably finish off the HexMap stuff, and after that Arbitrary Graphs (they're needed for my Risk Clone). I welcome the input, as I want the direction of what to implement next to be driven by (potential) users of the framework. I haven't had any experience with QUB other than browsing the website. what makes it so difficult? sjbrown |
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From: Joshua R. <jos...@ya...> - 2002-01-17 03:17:46
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You mention arbitrary graphs in the php file, but i didn't see graph or arbitrary as an item with grep. Can you give me the 2 cent description of this arbitrary graph support? I've been wanting to make up a board game but haven't wanted to learn enough gui to make the board.. which is sort of geodesic dome shaped.. some hexagons and some pentagons. Thanks. Looks like a great project! Just try to keep it simpler than the horrifying QUB. -josh __________________________________________________ Do You Yahoo!? Send FREE video emails in Yahoo! Mail! http://promo.yahoo.com/videomail/ |