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Design Doc 0.2 discussion and vote

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  • #91
    Jep Leland, that exactly the way I though of it. And Joker: We all pretty much had the same idea, maybe even everyone, but we all though we wanted something different!
    Code:
    <--------- planning --------> 
    <- execution -><--- left --->
    This is probably the best way to explain our system now. All players plan and at a certain time, the turn ends and executes.

    Maybe it's a weird idea, but we might try to use the 'left' time to work out conflicts, like the retreats in Diplomacy.

    Elmo

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    • #92
      This is what we need design docs for ... Speaking of which, I already revised the turn order section, but I want to make some improvements to other sections as well before posting version 0.3. Perhaps tomorrow. I also intend to start a dedicated turn order model because I feel that if we are to write other models, we'll have to do that hand in hand with a description how the turns are executed, e.g. in which order stuff happens, what kind of "ticks" there are inside a turn and so on.

      I'm afraid I don't see how resolving conflicts in the remainder time could work out... If there are conflicts, it means that the previous turn is not entirely over yet. It seems to me that if you first make moves and then retreats, it only divides the turn into two smaller ones which have exactly the same general structure (plan->execute) but different content. Hmm. I think it makes the game too confusing for the player.

      "Leland"

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      • #93
        Dear Trip (and others),

        Did you read this thread?

        It is of cardinal importance to the project.

        Sincerely,

        S.Kroeze
        Jews have the Torah, Zionists have a State

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