Can you provide a link to your library, RB[0]? I googled Galaxymage but I
keep bumping into galaxymage.org, and the address is cybersquatted from
here.

I understand what you said about the routing issues, and that's quite true
and I run into that problem quite often and shamefully enough, I haven't
considered that.

I'm pushing on anyways and finishing a first draft of the first bot (to
which I won't give that much more thought if someone else is willing to take
the job) and then I'll get a minimalist client and network game going. But
thanks a lot for the input. =)

-Thiago

On Mon, Sep 20, 2010 at 7:41 PM, RB[0] <[email protected]> wrote:

> Hmm, perhaps I should explain better.
> The users/hosts wouldn't interact on the master server, except to connect
> to game servers, start servers and possibly chat.
> The game servers would be programmed by the games using them, so either one
> server = one game, or like in GMR, one game server hosts multiple games...
>
>
> On Mon, Sep 20, 2010 at 11:39 AM, RB[0] <[email protected]> wrote:
>
>> Well, this is something we had an issue with in GMR.
>> Not everyone can "host" a game, if you have a router like mine is it is
>> quite nearly impossible to create a server that others can connect to.
>> The way we planned to do it in GMR, was to have people create their own
>> server, and register it with the master server.
>> The master server in turn would check to ensure the game server was really
>> visible, then load up it's data (game, version, max users/games, password,
>> etc.) and provide that to people wanting to use the service.
>>
>> You could do this via irc, but I think a simple PB solution would be
>> simpler and more extensible. But if you make this up and it takes off we'll
>> definitely at least support it in GMR :)
>>
>>
>> On Mon, Sep 20, 2010 at 12:37 AM, Thiago Chaves <[email protected]>wrote:
>>
>>> Missing end of sentence here: a default bot could/should exist for use by
>>> developers with no interest in customizing it for their own game, or to be
>>> extended by developers who want to add other features specific to their
>>> game.
>>>
>>>
>>> On Mon, Sep 20, 2010 at 8:11 AM, Thiago Chaves <[email protected]>wrote:
>>>
>>>> It's very cool to hear about two other people so soon after the initial
>>>> post interested in getting this going. =)
>>>>
>>>> For purposes of not commenting about how much I'd like to get a better
>>>> name for the thing everytime I mention it, I'm gonna use "Pyttle.net" on 
>>>> the
>>>> email, but leave here stated that I'm not suggesting this as a name for the
>>>> system. =P
>>>>
>>>> So, things I was thinking of:
>>>>
>>>> 0. Users have a collection of more than zero games that support getting
>>>> started by Pyttle.net / having matches started by.
>>>> 1. Chatting between users, emoting actions, registering and confirming
>>>> of usernames is handled by the chosen protocol and the chosen protocol's
>>>> servers.
>>>> 2. The client connects automatically to the chat server(s) and joins
>>>> channels according to the collection of Pyttle.net-capable games present in
>>>> the user's machine. #fog-of-war-chess, #galaxymage, #ssof, for instance.
>>>> 3. Each game/channel has it's own bot running in there, which deals with
>>>> negotiation of matches, scorekeeping (if there's any interest in the game
>>>> for that), messages-of-the-day, etc. A default bot could/should.
>>>> 4. Once a match has been arranged, the bot informs all involved clients
>>>> that the match is gonna start, who are the players and in which IP's they
>>>> can be found.
>>>> 5. Once a client has been informed of a match, it takes care of
>>>> launching the game and it deals with the network connections and data on 
>>>> its
>>>> own accord.
>>>> 6. Once a match is over, if there's interest by the developers to have
>>>> some scoreboard, the clients inform the results back to the bot, who logs 
>>>> it
>>>> and whatever.
>>>>
>>>> I'm totally open to negotiating/discarding/changing any/all of these. I
>>>> want something like a game-agnostic "battle.net" to happen. =)
>>>>
>>>> Opinions? What is missing? What could be added? What is poorly
>>>> explained?
>>>>
>>>> -Thiago
>>>>
>>>>
>>>> On Sun, Sep 19, 2010 at 9:25 PM, Alex Nordlund <
>>>> [email protected]> wrote:
>>>>
>>>>> On Sun, Sep 19, 2010 at 7:22 PM, RB[0] <[email protected]> wrote:
>>>>> > I've been reading Twisted documentation and this sounds like a
>>>>> > less-than-guru-level thing to build on top of the IRC protocol.
>>>>>
>>>>> I'd like to contribute to this project!
>>>>>
>>>>> I enjoy IRC and have been building bots that play games over IRC for a
>>>>> while.
>>>>>
>>>>> ---
>>>>> //Alex
>>>>>
>>>>
>>>>
>>>
>>
>

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