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The Great Zimbabwe» Forums » General

Subject: Any chance to see an online module for TGZ? rss

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Alessandro Cingolani
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Apart from the fact that I just received the game (without cards... cry ) and read the rules, with no games under my belt, it seems to me that this game would be the best one of the Splotter games to be adapted for online play, on Vassal or other engines.

Is there anyone skilled in Vassal programming who's thinking of creating such a module?

Is Splotter ok with an online module?
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Stuart Finlay
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Re: Any chance to see an online module for TBZ?
Well there's an online version of Antiquity so possibly. Why don't you send them an email/GM and let us know what they say?
As for a module it shouldn't be a hard game to create a module for as it's not all that complicated component wise (board rotation/generosity of kings could be minor problems) and you don't have to enforce rules. I could be persuaded to give it a go.
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Alex P
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Re: Any chance to see an online module for TBZ?
By the way, the cards are never secret (the backs are the same content in a different language), so if you want to play - just find some stand-ins until you get your replacement cards shipped to you.
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Re: Any chance to see an online module for TBZ?
It is easy to make a Vassal module from a programming point of view. The trouble is scanning all the bits. If Splotter gives permission to a Vassal module, they could also provide the game art, to make creating a module easy.
 
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Alessandro Cingolani
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Re: Any chance to see an online module for TBZ?
Well let's hope that Jeroen read this thread and gives his ok, for starters.
 
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Grzegorz Pajdo
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Re: Any chance to see an online module for TBZ?
R&B http://www.amarriner.com/rb/ is available online.
 
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Christophe Denoize
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Re: Any chance to see an online module for TBZ?
stuartfinlay wrote:
Well there's an online version of Antiquity so possibly. Why don't you send them an email/GM and let us know what they say?
As for a module it shouldn't be a hard game to create a module for as it's not all that complicated component wise (board rotation/generosity of kings could be minor problems) and you don't have to enforce rules. I could be persuaded to give it a go.


A rules-enforced website, such as antiquity online or r&b on amarriner shouldn't be too hard, at least easier than those two.
I guess this is just a matter or free time, but I would love to play Zimbabwe online !
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Alessandro Cingolani
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I can see that
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gave a thumb up to the thread: should we take that as an ok by their part to the online module? devil
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Christophe Denoize
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They probably agree to see TGZ online, it seems they are never reluctant to see their games online. Still, it doesn't provide any kind of module or website
 
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Alessandro Cingolani
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So? No one available to code TGZ for online play? I'd do it myself, if only I was skilled in programming. soblue
 
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Christophe Denoize
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Galandil wrote:
So? No one available to code TGZ for online play? I'd do it myself, if only I was skilled in programming. :soblue:


I started to work on a first draft interface, and a few algorithms (regarding the neighboring problems) :



However, I didn't even ask Splotter for their approval, I did it during a lost evening a few month ago, a couple of week after the Essen madness.

I might consider working on it a bit further, but not now, and likely not this year (or not before Essen). It seems the perfect game to implement : some rules, but not too much and not to hard, 10 turns at max, only 2 phases per player par turn.

I'll keep you informed if I go on, but until then, if anyone wants to do it, I won't be upset not to develop it :)
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Christophe Denoize
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That's a quick and dirty solution, which might work perfectly.
I know I'll never do this because I won't enjoy the game, I won't find players who will accept to play with me, I won't be able to manage 10 games at a time, etc, sort of things you can do on a dedicated interface.
But I understand that some people don't mind and will be very happy with an excel sheet.
 
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Alessandro Cingolani
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I've started trying to understand how Vassal designing works, for now I just managed to compose the inital map (with random positioning and orientation of the tiles).

Who knows, maybe in the future I'll be able to finish this project. In the meantime, any help would be very appreciated.
 
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Alessandro Cingolani
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Ok, little, first update.

I finished a couple of routines, mostly for the creation of the gameboard depending on the number of players.



For now, the idea is to put in the lower white zone all the other specialists/craftsmen cards, and in the left and right gray zones the players "boards".

There's though another idea: to put on the main map only the tiles/plaques and the player boards, and to put the cards and tokens in separate windows, to give the players the possibility to zoom more on the main map/player boards without cluttering it too much. In this case, I could put the plaques under the main map, and putting the 5 players boards around the main map (left, right, above, above-left, above-right).

What solution would you prefer between these two?

N.B.: I don't have yet a lot of graphic images for the pieces as you can see, I just used a little bit of them to study the traits for the setup.
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J C Lawrence
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Seems like just doing a Google Doc spreadsheet of the game would be easier/faster.
 
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Alessandro Cingolani
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clearclaw wrote:
Seems like just doing a Google Doc spreadsheet of the game would be easier/faster.


True, as much as it would be easier/faster to print the game with just white/colored squares and no artwork at all - the game would still be playable, but I wouldn't like it as much as playing it with proper artwork.

And btw I intend, in time, to add the most automations I can, the only thing that would be left out in a Vassal module is the range automation (unless I create the tiles using the single cell blocks, a huge work).
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Galandil wrote:
clearclaw wrote:
Seems like just doing a Google Doc spreadsheet of the game would be easier/faster.


True, as much as it would be easier/faster to print the game with just white/colored squares and no artwork at all - the game would still be playable, but I wouldn't like it as much as playing it with proper artwork.

And btw I intend, in time, to add the most automations I can, the only thing that would be left out in a Vassal module is the range automation (unless I create the tiles using the single cell blocks, a huge work).


Any progress?
 
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Stuart Finlay
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I did some separate work on this but became frustrated with trying to create a decent interface within VASSAL whilst using the original art/assets and without separate player windows. Clearclaw is right about a spreadsheet being a better solution for playing but I find the art to be an important aspect that I wanted to keep in.

The primary problem is their relative sizes and 'bad' font choices make it hard to keep everything on screen and legible even at resolutions well over 1080p+. It doesn't help that player tableau's (for want of a better word) can vary drastically in size and the mixed horizontal/vertical card layout exacerbates the situation. By the time I finally stumbled upon automated zooming for certain elements I had other things on my mind.

I plan on going back to it at some point but I doubt it'll be in the next few months. If anyone wants my scanned and cropped art assets I'll happily send them your way, subject to Splotter's approval of course.
Edit: You can have my various module files too but they're all over the place in terms of quality and probably won't be of much use as this was/is only my second module.
 
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Christophe Denoize
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I worked a few month ago on an interface.
Here are some screenshots :

A player board :


The main board :


The game material during a game :


The bidding phase :


Choosing a god :


I received Mr Doumen approval last summer (yes, it's a long time ago) about implementing TGZ. I still intend to finish it (actually I worked on it until a few month ago), and could likely finish within the year. I know, it's not going fast, and if someone is working on it too, please let me know so we don't develop twice the same game
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Patar Absurdus the Shananigator
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toooooof wrote:
I worked a few month ago on an interface.
Here are some screenshots :

A player board :


The main board :


The game material during a game :


The bidding phase :


Choosing a god :


I received Mr Doumen approval last summer (yes, it's a long time ago) about implementing TGZ. I still intend to finish it (actually I worked on it until a few month ago), and could likely finish within the year. I know, it's not going fast, and if someone is working on it too, please let me know so we don't develop twice the same game


Any chance that you'll finish this?

Your implementation of FCM has turned me onto Online Gaming when I wasn't at all interested before!

I am even trying to learn the rules for Antiquity so that I can try that out on your site.
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Christophe Denoize
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Redward wrote:
Any chance that you'll finish this?

A few algorithms are similar (given the similar nature of the maps), I never really gave up this project (ok, that was largely postponed, for sure !), so yes, that shouldn't take too long.
However I have a few others things to do first, so I won't start again this before the second semester (2016, hopefully).

Redward wrote:

Your implementation of FCM has turned me onto Online Gaming when I wasn't at all interested before!

I am even trying to learn the rules for Antiquity so that I can try that out on your site.


Awesome ! If you like Splotter's game, there's also Indonesia. And many many more of course
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Patar Absurdus the Shananigator
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toooooof wrote:
Redward wrote:
Any chance that you'll finish this?

A few algorithms are similar (given the similar nature of the maps), I never really gave up this project (ok, that was largely postponed, for sure !), so yes, that shouldn't take too long.
However I have a few others things to do first, so I won't start again this before the second semester (2016, hopefully).

Redward wrote:

Your implementation of FCM has turned me onto Online Gaming when I wasn't at all interested before!

I am even trying to learn the rules for Antiquity so that I can try that out on your site.


Awesome ! If you like Splotter's game, there's also Indonesia. And many many more of course


I saw that one for Indonesia. I need to learn it and try it out! I already preordered it. Oh how I wish Roads and Boats had an active online implementation!
 
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Christophe Denoize
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Redward wrote:
I saw that one for Indonesia. I need to learn it and try it out! I already preordered it. Oh how I wish Roads and Boats had an active online implementation!


There is one here : http://www.amarriner.com/rb/
Not working perfectly, but you can still play at least solo maps pretty good.
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toooooof wrote:
Redward wrote:
Any chance that you'll finish this?

A few algorithms are similar (given the similar nature of the maps), I never really gave up this project (ok, that was largely postponed, for sure !), so yes, that shouldn't take too long.
However I have a few others things to do first, so I won't start again this before the second semester (2016, hopefully).


This is excellent to hear! Maybe in time to help folks decide to preorder the reprint? Or to receive a new influx of new Splotter converts like me who will be buying the reprint?

I have an unhealthy addiction to FCM and Antiquity on your site, so more games (and specifically Splotter games) is all the better!
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toooooof wrote:
Redward wrote:
I saw that one for Indonesia. I need to learn it and try it out! I already preordered it. Oh how I wish Roads and Boats had an active online implementation!


There is one here : http://www.amarriner.com/rb/
Not working perfectly, but you can still play at least solo maps pretty good.


I can't get registration to work right.
 
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