Hi All,

I started putting some rough ideas into the wiki here:
  https://crawl.develz.org/wiki/doku.php?id=playground:playground
,which is the wrong place, but I haven't figured out how (or where) to
create a new page.

Please feel free to move it and improve it.

To create this, I put some code into the end of world_reacts(), which seems
correct for when the game has already started, but needs something more for
the initial menus.


Best Regards,

Jeff



From: Henry Cipolla <hcipo...@gmail.com>
> To: crawl-ref-discuss@lists.sourceforge.net
> Date: Thu, 31 Mar 2011 16:17:05 -0400
> Subject: Re: [Crawl-ref-discuss] Online tiles version
> On Thu, Mar 31, 2011 at 3:57 PM, Jeff Johnson <jeffjohns...@gmail.com>wrote:
>
>
>> You are correct, that's a better way to do it.  I was hoping for a nice
>> shortcut to duplicate the Tiles GUI easily. :)
>>
>
>  My fear is that we end up with a working tiles version and only a working
> tiles version instead of something that could very easily be extended in
> some really cool ways.
>
>
>> Are you are proposing to send only the delta's (new state changes) or a
>> full representation of the state data?  Are delta's tracked already or would
>> we need to store a duplicate copy of each state data object?
>>
>
> It is not much work to submit the deltas and it does not require a lot of
> extra storage. It is just computation done when creating the updated blob.
> Personally, I think it is best to send the full data every time because this
> feels more like an improvement than a design fork but I'm not married to it.
>
>
>> How would we determine what should be sent and what should not be sent?
>> For example, looking at the player class, should the 'berserk_penalty' be
>> visible to the user in some form?  I'm not sure I can judge properly on many
>> cases.  Maybe we start off very restrictive and only add items that are less
>> obvious as needed.
>>
>
> This is why I called out defining the JSON format very carefully. People
> who understand the internals of the game better than I can suggest what
> fields are known to the user. I don't think berserk penalty would be shown,
> for example.
>
>
>> For your Step 2 (deltas to JSON), I image it's just a function like:
>>     string MakePlayerDeltaJSON(player * you);
>> And that function just pick the fields it wants to export and returns a
>> huge string worth of data.  Is that what you are thinking?  If so, this
>> sounds easy enough without me knowing much about the other state objects.
>>
>
> I think you are serializing a bit more than just the player. You also have
> the map knowledge, messages, etc. I'm also not sure what the best delivery
> mechanism is.
>
>
>> The message window stuff appears to assume a local GUI, in message.cc,
>> message_window::out_line() it directly calls 'cprintf()'.  This looks
>> sticky, and I'm not ure the best way out of it yet.
>>
>
> The JSON needs a section for messaging. The existing messaging stuff needs
> to get wrapped up into a class which can serialize it.
>
>
>> The more that I think about this overall approach, I guess these JSON
>> blobs could be used to record and playback a game, right?  Is there any
>> ability to do record/playback now?  I haven't seen any, but I'm not familiar
>> with all aspects of non-tiles or online play mode.
>>
>
> Playback is one of Crawl's strongest features. All games are not only
> playable, but searchable! Pop in ##crawl on irc.freenode.net to see how
> epic it is. Maintaining this is a concern of mine and one that needs further
> thought.
>
>
>
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