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I don't use TTS because it is physics based... which makes it awkward. That said... having it be "physics based" means that you don't need as much game rules i
by shagie 4y ago
I don't use TTS because it is physics based... which makes it awkward.
That said... having it be "physics based" means that you don't need as much game rules implemented in computer logic compared to human logic.
Consider the code for writing tic tac toe without a physics model. You've got valid position checks, win condition checks and so on. It's not bad (its tic tac toe), but its something that needs to be written by someone.
In a physics based tic tac toe, you've got X and O and a # board. If someone plays a wrong move you say "dude, you can't do that." When you win, you say "tic tac toe, three in a row, I win."
This allows a physics based model to implement a lot of game logic in meat space rather than in game code which in turn means that it can be made available more rapidly and doesn't need a programmer to convert game rules into business logic into code.
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I'd also suggest checking out https://www.yucata.de/en https://www.yucata.de/en (and other similar online systems). No, its not open source - its server hosted... but its really well done.
- joemi 4y agoI'm pretty sure you could do a 2D one without all the checks you mentioned. All you need really is the ability to move things and change the z-index.
- 0cf8612b2e1e 4y agoAs a matter of fact, I am struggling to think of any boardgames which have a 3d component. I am sure they exist, but a robust 2d representation feels easier and would still be applicable to 99% of existing games.
- wbl 4y agoStacking mechanics happen a lot.
- 0cf8612b2e1e 4y agoI was hoping to slide by with 2d + zordering, but by any other name, that is 3d.
- 22c 4y agoStacking mechanics are typically where you want the engine to defy physics, though. For example picking up a stack of cards, the stack is typically treated as a single object rather than 52 individual objects that can fall apart. Playing virtual poker, you probably don't want to have to manually manipulate individual poker chips or move around wobbly stacks of chips (yes that can be fun in itself, but there will be someone who struggles to move their chips around intuitively and inevitably delay the actual game at hand). Having said that for games like virtual Jenga, you absolutely DO want to keep those wobbly blocks of wood.
- shagie 4y agoCheckers traditionally does... but that's not a good example. The entire Icehouse set of games. https://www.looneylabs.com/rules/icehouse https://www.looneylabs.com/rules/icehouse (see especially Zendo - https://www.icehousegames.org/wiki/index.php?title=Zendo https://www.icehousegames.org/wiki/index.php?title=Zendo ) There's a genera of games that I'm quite fond of. Pueblo https://boardgamegeek.com/boardgame/3228/pueblo https://boardgamegeek.com/boardgame/3228/pueblo and Aztec https://boardgamegeek.com/boardgame/1071/aztec https://boardgamegeek.com/boardgame/1071/aztec are two of the ones that I'm most fond of in that because of the abstractness. I've also got a first edition Santorini somewhere ( https://boardgamegeek.com/boardgame/194655/santorini https://boardgamegeek.com/boardgame/194655/santorini ). Cityscape is another one that I'm quite fond of ( https://boardgamegeek.com/boardgame/4980/cityscape https://boardgamegeek.com/boardgame/4980/cityscape ). https://boardgamegeek.com/boardgamefamily/5607/components-3-dimensional-3d/linkeditems/boardgamefamily https://boardgamegeek.com/boardgamefamily/5607/components-3-... These aren't necessarily games that "everyone knows" - but it is a very rich subset of games with a lot of interesting entries. And if you really want a head scratcher... https://boardgamegeek.com/boardgame/820/axiom https://boardgamegeek.com/boardgame/820/axiom
- 0cf8612b2e1e 4y agoHa, Axiom is certainly the perfect rebuttal.
- remram 4y agoAre you confusing "physics-based" with "non-turn-based"? I don't really understand how the physics factors in anything you've described.
- 2muchcoffeeman 4y agoGo to Board Game Arena or https://www.boiteajeux.net https://www.boiteajeux.net These are 2D web based implementations with some remote server to sync moves between players. All the rules are written as code that gets validated. So you don’t know how to play a game before hand. You can skim the rules and use the game to learn. TTS sometimes requires you to sometimes know how to play. So you can move some 3D widget to the right place. They get around having to coffee the roles by forcing the players to know how to play.
- remram 4y agoWhat does any of this have to do with physics?
- 0cf8612b2e1e 4y agoImagine you + friends are wearing a VR headset/matrix/meta verse/whatever. You are in a simulated room with stack of board game pieces. The physics stimulates how the pieces interact with proscribing any particular rules.
- 2muchcoffeeman 4y agoI don’t think you need to worry about VR. I’m no game developer, but I wager to some degree, it’s probably easier to create your pieces in an existing 3D engine. And allow yourself to move them. Bit of code to randomise cards and you don’t need to worry about rules.
- remram 4y agoIs physics simulation required for you to enjoy the game? That is what auveair was asking 6 posts up.