Everything except the actual code and the "RB[0]'s design docs" wiki page on here is outdated, but:
http://code.google.com/p/galaxymageredux/ Cheers, and good luck :) On Mon, Sep 20, 2010 at 1:02 PM, Thiago Chaves <[email protected]> wrote: > 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 >>>>>> >>>>> >>>>> >>>> >>> >> >
