Kempeth

joined 2 years ago
[–] Kempeth@feddit.de 2 points 2 years ago (1 children)

So wie's aussieht geht Miraheze nun doch nicht unter. Meine Wiki ist auf jeden Fall noch frisch und munter und ich habe etwa das Wichtigste eingepflegt. Du solltest eigentlich freigeschaltet sein falls du noch mitmachen möchtest

[–] Kempeth@feddit.de 4 points 2 years ago

"Ima scout ahead" - our rogue, 5 minutes into our (players and DM) very first campaign.

[–] Kempeth@feddit.de 5 points 2 years ago

Thanks! I have Galaxy Trucker too.

In my current draft you can basically say "here is what one player get's to do in their turn" and tell the framework to make a machine that let's every player run through that in some kind of sequence. For now the sequence is fixed. But ultimately all that GT needs is a recalculation of the order after every card. That's relatively simple to add with a post-action trigger.

[–] Kempeth@feddit.de 2 points 2 years ago

Bot factory has a turn order track that is read from right to left. It has roughly 10 positions that are separated into 4 regions. You can not choose a similar spot in the same region as your previous turn. Additionally, there is a worker that will always move from one section to the next, occupying the next available slot. This is the AI-worker and essentially a fifth player with special rules.

That still doesn't necessarily have anything to do with turn structure. When do the players actually move from one spot to another? If it's just a normal WP game where you get your turn and move your worker and the only restriction is that you can't put it back to a similar spot then that's a simple sequential set of turns. The other possible explanation I see is the WP spaces also functioning as an action track.

[–] Kempeth@feddit.de 4 points 2 years ago

It's kinda crazy that this still needs to be said. I remember TB railing against it and he's been dead for 5 years now. So it's been what? A decade?

[–] Kempeth@feddit.de 3 points 2 years ago (1 children)

That's what I'm currently doing. But I'm not yet sure if a straight FSM is such a great fit. There's not good mapping for the concept of turns in a single level FSM. You can do it of course but if you have multiple such models or nested instances where each player gets to react to specific actions on each player's regular turn, each of them is gonna push the the properties needed to manage that into the shared state.

So I'm currently at nested state machines. This way the implementation details for alternating between players can be hidden from the higher level states.

[–] Kempeth@feddit.de 26 points 2 years ago (6 children)

Good time to plug Dara O'Brian: don't do that. One day you're gonna have kids and need these words in their normal context. Your kid is gonna come in with muddy shoes and you're all "oh my. You're a dirty girl." and then you'll ask yourself wtf you just said to your own kid.

Some words and expressions need to stay with their original meaning! These include:

  • dirty,
  • naughty and *tone of voice breaks*
  • do what daddy tells you!
[–] Kempeth@feddit.de 16 points 2 years ago (1 children)

Tonight it's just you, me, a bottle of olive oil and a "seven step program".

[–] Kempeth@feddit.de 3 points 2 years ago (2 children)

oh nice! The 5 tribes is probably gonna be a variant of the "action track" system.

Not quite sure I understand the "Bot Factory" example. Is that more than just a simple sequential structure and the restriction is only about what you can do this or next turn?

Burgundy: That'll also be interesting. Could do that by transitioning straight to the next applicable phase, or could keep the structure simpler and just auto-terminate any phases where the player has nothing to do.

Thanks!

[–] Kempeth@feddit.de 3 points 2 years ago

Thanks a lot for those examples! Totally forgot about those "extra turn" effects. That'll be fun.

I had already considered a bunch of concepts about how a phase can end but not that it might be completely independent from any player action.

The Gloomhaven scenario probably is the easiest of these since it is merely a variant of the general "player actions result in change of player order" case

[–] Kempeth@feddit.de 2 points 2 years ago

Great example! Thank you!

[–] Kempeth@feddit.de 25 points 2 years ago

Your description sounds so nice and fair - allowing everyone to take full control of their wealth.

So let me ask you: when was the last time you successfully negotiated the price of your groceries or utilities?

You don't. Because that "fairness" only exists between entities of equal power.

view more: ‹ prev next ›