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Boardgame.io: State management and more for turn-based games

google.github.io

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Re: Boardgame.io: State management and more for turn-based games

#71

This is awesome. It's great to see a lot of projects coming out in this area. I've been working on a similar project for over a year now. It's essentially this exact concept turned into an entire platform for designing/creating board games and then publishing the game so others can play it directly on the platform. Think of heroku or squarespace for board games. I have a very rough, working prototype of the editor an…

Looks very interesting! I don't completely understand how to use it (and I guess not everything works yet?), but the UI looks nice, and it looks like it has some really cool features.

I have a project along these lines as well: https://github.com/zhaizhai/turnbase . That's a somewhat cleaned-up version that I put on github recently; I actually started it almost five years ago. You can see an example implementation of Battleship here: https://github.com/zhaizhai/turnbase/blob/master/games/battl...

I once had visions of a "code-blocks" interface like you're doing, but you've certainly gotten a lot farther than me on that front. I'd love to find out more about what you're doing and if any of my code can help (will send you an email). I don't actually have time to work on this project seriously, so I'm happy to share whatever experience I've gained so that it doesn't go to waste :).

Re: Boardgame.io: State management and more for turn-based games

#72
post #65

The tutorial game seems to have a bug. https://google.github.io/boardgame.io/#/tutorial Sometimes, turns are repeated. E.g. if a square is clicked and marked 0, then the next square that is clicked is also marked 0. Only happens sometimes though and I have only produced it on the first turn. I'm not sure what the cause is.

Seems like if you click on an already marked square it still counts as a turn, so if you double click you get this behavior.

Re: Boardgame.io: State management and more for turn-based games

#73

This is awesome. It's great to see a lot of projects coming out in this area. I've been working on a similar project for over a year now. It's essentially this exact concept turned into an entire platform for designing/creating board games and then publishing the game so others can play it directly on the platform. Think of heroku or squarespace for board games. I have a very rough, working prototype of the editor an…

You all should combine some efforts of these interesting projects!

Re: Boardgame.io: State management and more for turn-based games

#74

This is awesome. It's great to see a lot of projects coming out in this area. I've been working on a similar project for over a year now. It's essentially this exact concept turned into an entire platform for designing/creating board games and then publishing the game so others can play it directly on the platform. Think of heroku or squarespace for board games. I have a very rough, working prototype of the editor an…

Would it work for, say, a turn-based puzzle video game?

Re: Boardgame.io: State management and more for turn-based games

#76
post #65

The tutorial game seems to have a bug. https://google.github.io/boardgame.io/#/tutorial Sometimes, turns are repeated. E.g. if a square is clicked and marked 0, then the next square that is clicked is also marked 0. Only happens sometimes though and I have only produced it on the first turn. I'm not sure what the cause is.

Yeah, I filed https://github.com/google/boardgame.io/issues/9. The source in github does check if the cell is filled [1] but the demo code must be from an earlier version that didn't.

[1] https://github.com/google/boardgame.io/blob/master/examples/...

Re: Boardgame.io: State management and more for turn-based games

#78
post #54

I was so excited to see this. A year ago I tried to distill a bunch of popular board games down to discrete rules that could be dropped into a generalized framework. I wanted game designers to be able to quickly model and prototype games. I also was interested in games where the players get to evolve the rules over time. However, it ended up being way harder than I expected. In fact, I tabled it indefinitely because…

It's tempting to take the "abstract all the things" approach when you take a swing at board games. I started down that path, wanted the ability to implement any variation, and it was much more difficult to contain even if just focusing on the card-based "board game" genre.

I think if one truly took this approach to the logical end, they would end up creating their own specialized board game programming language.

Re: Boardgame.io: State management and more for turn-based games

#79
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Re: Boardgame.io: State management and more for turn-based games

#80

Oh man that's interesting. Clearly a WIP, but there's a lot of potential there. If the person who made this is around: I'm the author of Fireplace ( https://github.com/jleclanche/fireplace/ ), a Hearthstone simulator, and I worked a ton on the Hearthstone game state protocol (docs: https://hearthsim.info/docs/gamestate-protocol/ ). Hit me up by email (profile) or Discord (jleclanche @ https://discord.gg/hearthsim-dev…

I do play hearthstone casually, but I really miss the MTG mechanic where the defender decides on which minions damage is distributed by blocking with minions that did not attack the previous turn (or have taunt, so it can attack and block at the same time)

It would be an interesting experiment to replace the hearthstone mechanic with the MTG mechanic to see if it ends up with more interesting tactical situations.

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