are there any provisions for multiplayer games that have player-specific knowledge? like cards or tiles that other players can't see? right now all game state is sent over the wire every time... would you just only send pertinent data to each player on their turn?
Boardgame.io: State management and more for turn-based games
91–96 of 96 posts
Re: Boardgame.io: State management and more for turn-based games
#92It looks like it uses sockets under the hood for client server communication -- are there reasons it could not be used in a game with much quicker state updates, like the plane game that was posted here earlier last week (think FPS MMO in the browser)?
I'm pretty sure websocket is fifo with delivery guarantees and as far as I'm aware cannot be used in the same manner as UDP. I haven't played around with WebRTC, but that might be an option.
Re: Boardgame.io: State management and more for turn-based games
#93I 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.
That's what I was planning on saying. A set of discrete rules detailed enough to represent most board games would end up looking a lot like an interpreted programming language.
Re: Boardgame.io: State management and more for turn-based games
#94This 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…
I started the tic tac toe demo but I don't quite understand how to use it?
When I launch the full working initial version, I will have a bunch of guides, tutorials, and documentation.
Re: Boardgame.io: State management and more for turn-based games
#95This 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 I be able to create a turn-based deck building game from? Me and my friends always wanted to create Tanto cuore out of it.
I haven't yet built any features to allow storing player data outside of individual games, but that does seem a very useful thing that fits nicely with the goals of platform. I would have to think about what that might look like. Thanks for asking!
Re: Boardgame.io: State management and more for turn-based games
#96Earlier quoted context omitted.
would I be able to create a turn-based deck building game from? Me and my friends always wanted to create Tanto cuore out of it.
By deck building, you mean that there would be information carried between games, such as one's personal decks that they have already built? I haven't yet built any features to allow storing player data outside of individual games, but that does seem a very useful thing that fits nicely with the goals of platform. I would have to think about what that might look like. Thanks for asking!