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Subject: online play rss

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Jack Spirio
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Are there any plans to create a platform for online games, like snellman?
It shouldn't be to hard to reprogram it, to allow to play GP on there.
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James Ataei
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There should be an iOS+Android+Steam app someday. I'm not sure how publishers will feel about a snellman type website for Gaia too.
 
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David Jones
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Jack Spirio wrote:
It shouldn't be to hard to reprogram it, to allow to play GP on there.


You've obviously missed the part of the game where the map has a variable setup. Not only would this require a completely new module to be written to accomodate a different map every game, it also requires a new user interface since the last player gets to choose the setup.
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Jack Spirio
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Yeah, but that wouldn’t be that much work
 
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Robert
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You could start without random/player-adjusted maps and use one (or several) fixed map(s), one most likely being the one from the beginner setup.
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James Ataei
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Once in playtesting we made a map that gave the 4 factions we were playing a bunch of Nav-2 hops of their planet. It was quite fun.
 
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Torben
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Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.
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Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Me too.

@OP: If you now a fast, easy and reliable way to program it please do it and show us
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Jack Spirio
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You know, I‘m a Computer Science student too
In snellman there was already the option to play on any board you like, so why should that be that much more work. Obviously I don’t know how exactly it is implemented, but randomizing the board seems like an easy task.
 
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Jack Spirio
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Lenrok wrote:
Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Me too.

@OP: If you now a fast, easy and reliable way to program it please do it and show us


If you give me the code for the TM implementation I would look into it
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Jack Spirio wrote:
Lenrok wrote:
Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Me too.

@OP: If you now a fast, easy and reliable way to program it please do it and show us


If you give me the code for the TM implementation I would look into it


Here:
https://github.com/jsnell/terra-mystica

Have fun please report back!
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James Ataei
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Lenrok wrote:
Jack Spirio wrote:
Lenrok wrote:
Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Me too.

@OP: If you now a fast, easy and reliable way to program it please do it and show us


If you give me the code for the TM implementation I would look into it


Here:
https://github.com/jsnell/terra-mystica

Have fun please report back!


laugh

So Jack... I've been asking for a while now if anyone is interested in hosting a playtest server copy of Snellman's site so that certain stuff could be playtested and component limited. For instance none of the points below can be mixed together into one game:

1. Adding several of the user made factions but only 1 new faction per game.
2. Adding several different types of BONs but only using the 20 current factions and a maximum of 2 new ones per game.
3. Adding several types of round scoring, but only 1 new one per game.
4. Adding several types of Town tiles, but only 1 new one per game (might have 1-3 copies of it) including making the new ones as substitutes so that it makes a new variable to consider in setup. Imagine that perhaps the 2vp +2cults x 4 and 8vp +1cults x4 is not in the game, but 2 new town tile types in place of them, so don't pick a factions that usually likes these. Basically, put the 25 town tiles (for example) in a bag and draw 3 x (number of players+1) so that the 4p game has 15 random town tiles.
5. Adding several types of new final scoring which by definition only has 1 in the game.

Once a component has been determined to be balanced enough with normal components it could be added to the rotation of normal components. This way it will be easier (but obviously not foolproof) to find out if something is too overpowered.
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Jack Spirio
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Lenrok wrote:
Jack Spirio wrote:
Lenrok wrote:
Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Me too.

@OP: If you now a fast, easy and reliable way to program it please do it and show us


If you give me the code for the TM implementation I would look into it


Here:
https://github.com/jsnell/terra-mystica

Have fun please report back!


Is there any documentation?
 
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Jack Spirio
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JamesWolfpacker wrote:
Lenrok wrote:
Jack Spirio wrote:
Lenrok wrote:
Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Me too.

@OP: If you now a fast, easy and reliable way to program it please do it and show us


If you give me the code for the TM implementation I would look into it


Here:
https://github.com/jsnell/terra-mystica

Have fun please report back!


laugh

So Jack... I've been asking for a while now if anyone is interested in hosting a playtest server copy of Snellman's site so that certain stuff could be playtested and component limited. For instance none of the points below can be mixed together into one game:

1. Adding several of the user made factions but only 1 new faction per game.
2. Adding several different types of BONs but only using the 20 current factions and a maximum of 2 new ones per game.
3. Adding several types of round scoring, but only 1 new one per game.
4. Adding several types of Town tiles, but only 1 new one per game (might have 1-3 copies of it) including making the new ones as substitutes so that it makes a new variable to consider in setup. Imagine that perhaps the 2vp +2cults x 4 and 8vp +1cults x4 is not in the game, but 2 new town tile types in place of them, so don't pick a factions that usually likes these. Basically, put the 25 town tiles (for example) in a bag and draw 3 x (number of players+1) so that the 4p game has 15 random town tiles.
5. Adding several types of new final scoring which by definition only has 1 in the game.

Once a component has been determined to be balanced enough with normal components it could be added to the rotation of normal components. This way it will be easier (but obviously not foolproof) to find out if something is too overpowered.


Again the randomization is the easiest part there
 
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Jack Spirio wrote:
Lenrok wrote:
Jack Spirio wrote:
Lenrok wrote:
Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Me too.

@OP: If you now a fast, easy and reliable way to program it please do it and show us


If you give me the code for the TM implementation I would look into it


Here:
https://github.com/jsnell/terra-mystica

Have fun please report back!


Is there any documentation?


I think you will have to ask Juho Snellman directly:
https://www.snellman.net/
 
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Robert
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Jan B.
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This is how everything started with Terra Mystica. The tile naming also comes from the PBF initiative in the very early stages

https://boardgamegeek.com/thread/900202/terra-mystica-game-1...
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Ola Caster
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kent_bro wrote:
This is how everything started with Terra Mystica. The tile naming also comes from the PBF initiative in the very early stages

https://boardgamegeek.com/thread/900202/terra-mystica-game-1...


Wow, that looks so cumbersome. I can understand why Juho started developing his site

I guess, with this approach you have to more or less reserve an entire table where you leave the game between turns. And if you want to play a FtF game while the online game is progressing, then what would you do? I guess taking a photo works, but, again, that seems really cumbersome.
 
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Misty Wan
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Jack Spirio wrote:
Are there any plans to create a platform for online games, like snellman?
It shouldn't be to hard to reprogram it, to allow to play GP on there.


http://gaiaproject3.chinacloudsites.cn/

just know from my fd
 
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Sky Zero
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Dienes wrote:
Jack Spirio wrote:
Yeah, but that wouldn’t be that much work

Whenever I read such a statement as a developer, I cringe.


Come on, just a sprint or two, lol.
 
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Francis Siefken
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The Chinese site doesn't work anymore unfortunately, but the code .NET Core and bootstrap/jquery frontend is in Github I saw.
 
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Jonas Egel
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Im looking so much forward to an online version. Not especially for me to play against online opponents but to watch competitve players make their moves and learn from them.
 
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Misty Wan
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fsiefken wrote:
The Chinese site doesn't work anymore unfortunately, but the code .NET Core and bootstrap/jquery frontend is in Github I saw.


Oh, yes. its available in Github, but still in Chinese.
 
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Curtis Baker
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New York
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Just because it wasn't mentioned yet, I have played a bunch of times on Tabletop Simulator and it is great.

Pros:
-Scripted Setup is pretty fast. -Manipulating pieces is pretty easy once you get the hang of it.
-There is a talk feature in the game.
-The annoying stuff is automated, such as setup and cleanup from each round.
-Has an optional random faction setup.

Cons:
-You both have to be on, you cannot take turns like boardgame Arena.
-Things like points and resources are not automated, but it does have something right above your player board to show you where you are on the tech board.
-It costs money for tabletop simulator.

Just thought I would put my 2 cents in.
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Jack Spirio
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yep, works great
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