Shevek:
> What also should be sent is the action performed on sqares (attack and drop),
> since the other robots have to react to it.
Of course. When a robot has performed its action (which end its turn), it
will recieve and pass on the actions/stati of the other robots until it is
its turn again. And as each other robot is guaranteed to perform one and only
one action during the "sleep" period, the complete playing field will at the
start of the turn always be completely up-to-date...
> What I would like is having separate energie for:
> - shield
> - attack
> - move
> And one main energie type, which can be transferred to (not from) those types.
> To make this work, it will be useful that transferred energie cannot be used
> in the same turn as it was transferred. Otherwise, everybody would just have
> all his/her energie as shield at the end of every turn, which would make the
> separation useless.
I think there should be only one energy supply (make life simple!) from which
you can take any amount to attack someone. Moving takes a constant amount
of energy. The energy left at the end of a turn is used as shield during the
attacks of the other robots. No need to make things complex and you always
have the maximum profit of your energy supply. Remember, this is a turn-based
game, so you can't attack when you need your shield (as it's not your turn
at that moment) and you don't need your shield when you're attacking (as it;s
your turn at that moment and others can't attack)
[dead robots]
> I'd like them to stay, but if anybody has good arguments for removing
> them, it's fine with me. I think it would be nice if in a scan, you can't
> see if a robot is alive or not.
[scanning and looking]
> I'd say that with short range scanning (looking) you can see also the
> ID-number of the robot and its communication at channel "local".
Ehm.. I thought we would have an 'anonymous' system: no IDs :-)
>> Team play has not been discussed at all (apart from mentioning it w.r.t.
>> the energy packets), so all other robots are of type enemy :-)
> I agree.
Then why do you propose a means of communication?
> For communication, I suggest the following method: Every robot can send
> signals at certain channels:
> -local:only readible for robots that can see the robot. Costs no energie
> -group:readible for every robot of a certain group (It does not have to be
> it's own group) Should cost energie (How much?)
> -all:readible for everyone. should cost energie (how much?)
IMHO any form of communication makes the robots and the handling of them much
too complex. No communication is the best. It is fine to me if robots are
able to identify each other. That could be embedded in the communication
that each robot sends anyway (e.g. each datablock could start with (short)
name)
> A compiler would be very hard, I think. What is easier is to write the sourc
> and encode it before it can be executed.
Which is about exactly what a compiler does :-)
> This encoding should of course be extremely hard to decode... which raises
> the question: how does the operating system running the robot do it? Using
> a password is not a real solution, since then you can decode it if you can
> play it (but isn't that always the case?)
It is, which makes encrypting absolutely obsolete. There are of course
always possibilities to decipher any program, just like any copy protection
can be broken (lot of examples at hand...)
>> I think it would be fun to have the compiler and executor separated. In that
>> way you can create your own robot, and distribute the _compiled_ code, so
>> others can test/play with your robot, but not hack it easily...
>
>Not to code easily, eighter...
?? Why?
>> Eric (Damn! How can I ever finish my own game when projects
>> like this turn up? ;-))
>
> Time is a question of priority (I know, in dutch it sounds much better,
> but it's still very true)
A decent translation (english->dutch->english):-):
(Having) Time is a matter of setting priorities
Eric
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