Hi Zenfur and all,

I am very late with this answer, but the end of year 2014 was super busy for me, now it is holiday and I finally have the time to read all your nice emails, think about them and give a feedback.

First, as Leo I feel very heart-warming that you are interested in reviving Glob! I will help the best I can, considering that I have limited time. Maybe at some point, I might have some student work force to contribute, but it is uncertain so for now let's not count on it.

Reviving Globulation through a Glob2+ or a Glob3 is also a dream of mine. With Emmanuel Eckard, the person who drew the buildings in Glob2, we started to do some concept drawing for a Glob3 game [1]. The idea illustrated there is to have globules living in the clouds of a dense atmosphere planet (for instance Venus), allowing interesting construction activities (platforms and bridges) and interactions with the environment (wind, etc.). Think about "dwarf fortress in the clouds". This is a long term dream, but maybe these drawings give "food for thought" ;-)

At a shorter term, Emmanuel and I thought about improving the economy of Glob2 to make it less linear. I have put the preliminary result of that brainstorming in attachment. The idea is to improve the dynamics of the game with minimal changes in the engine. One thing I would change is to script the unit behaviour, as the current system based on C++-coded hierarchical state machines is unmaintainable. As discussed by others, Python would be a language of choice (but Lua and Javascript should be considered too). The idea would be to use continuations (i.e. generators in Python, or a hack in the VM embedding code) to allow to code the behaviour of units very easily and implement that behind the hood using co-routines. In the context of robotics, I made a prototype for C Python demonstrating the concept [2]. A challenge with Python is to ensure proper sand-boxing and deterministic execution. There are tiny Python implementations [3,4] which might help. TinyPY seems the most promising approach after one hour investment in looking around. More thoughtful search might change that.

At an even shorter term, I agree with Leo that as a community we could "prove" our interest by fixing the bugs in the existing game. By the way, what is the main repository, is it [5]? What is the latest state, is the tip of the master branch in hg 0.9.4.4? People also started to post issues both there and on savannah, savannah is the official tracker, isn't it? I recently re-read parts of the code base, and I think it would be worth trying to port it to mobile devices. That would mostly imply UI changes and maybe using hi-res graphics (twice the size of the current ones).

At the level of monetization, why not having a fully free version for single and local game, and a paying version for YOG games on mobile? As a first step, it will help to pay for the server.

So, maybe the following first tasks are reasonable for a revive of the existing version:

1. fix bugs
2. compile current version for android
3. try to embed a proper scripting language for the behaviour of units and maps
4. explore improved economy system, thanks to scripting

What do you think?

Have great holidays!

Stéph

[1] http://h.magnenat.net/~steph/glob3-concept/
[2] http://wiki.ros.org/executive_teer
[3] http://www.tinypy.org/downloads.html
[4] https://code.google.com/p/python-on-a-chip/
[5] https://bitbucket.org/giszmo/glob2

--
http://stephane.magnenat.net
* Economy

Current primary resources:
- wood                          growing/harvesting
- stone                         non-growing/non-harvesting
- wheat                         growing/harvesting
- algua                         growing/harvesting
- fruits x3                     growing-on-tree/harvesting-on-tree

New basic resources:
- papyrus                       growing/harvesting
- fresh water           underground water table
- salty water           infinity

Future new resources
- healing plants?

New intermediate resources:
- book                                  to create constructors
- armor                                 to create melee warriors
- canon ball                    for towers
- construction stones   for advanced constructions
- plank                                 for advanced constructions
- spear                                 for ranged warrior
- jam                                   advanced happiness resource (counts x2)
- bread                                 richer food (satiation + 50 %)
- tartine                               richest food (satiation + 120 %)
- candy                                 advanced happiness resource (counts x4)
- alcool                                for healers
- baloon                                for explorer
- rocket piece                  to get the hell out of here

New resource creation path
- papyrus + wood => [book, armor] in paper workshop
- stone + water => [canon balls, construction stone] in career
- wood => [plank, spear] in wood shop
- fruit + water => [jam, alcool] in sugar workshop
- wheat + water => bread in bakery
- jam + algua => candy in bakery
- jam + bread => tartine in inn
- algua + payrus => baloon in laboratory
- wood + algua + jam + ... => rocket piece N

Updated resource behaviour
- root allows resources to regrow

* Buildings

New buildings
- well (deplete water table) and provides fresh water
- paper workshop
- career
- wood shop
- sugar workshop
- bakery
- laboratory
- armory                (stores alcool and spear)

* Units

- Branching based tree:
  basic unit --> constructor                    in school requires book
             |-> healer                                 in school requires book
             |-> basic warrior                  in school requires book
                 |-> melee warrior              in barracks requires book + 
armor
                 |-> ranged warrior             in barracks requires book + 
spear
                 |-> explorer                   in barracks requires book + 
baloon

- Units consuming
  - healer consumes alcool
  - ranged warrior consumes spear
                 
- Behaviour
  - war flag holds a mix of units
                 
* Behaviour change

- warriors consume more food than before
- water table evolves
- inn requires water to provide food
_______________________________________________
glob2-devel mailing list
[email protected]
https://lists.nongnu.org/mailman/listinfo/glob2-devel

Reply via email to