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There's a question in the middle of that post that's easy to miss. Maybe people here have some insight on it, so I'll ask it again :-) Are there any other digi
by jsnell 12y ago
There's a question in the middle of that post that's easy to miss. Maybe people here have some insight on it, so I'll ask it again :-)
Are there any other digital board game conversions based on command languages? I'd love to know of any other examples than the few listed in that post. (I'm specifically interested in board games, since for those the game design is generally already fixed. For a native computer game the implementation details like this and the game design go hand in hand).
- lfowles 12y agoWhat about board games implemented on IRC? (This took me a while to connect the dots). Bohnanza, for example, http://lfowles.org/blog/2014/07/19/hacking-scrappy-bohnanza/ http://lfowles.org/blog/2014/07/19/hacking-scrappy-bohnanza/ Most end up much simpler than your Terra Mystica implementation, because games are expected to be wrapped up realtime and logs are stored with the IRC client if anyone cares.
- Falkon1313 12y agoMany abstract strategy board games like Go, Chess, and Octi have simple command line implementations. Some clients use log replay to be able to watch the game develop and learn from it. A number of relatively simple board games were implemented within MUDs/MUSHs/MOOs/etc. It's been ages since I played those, so I don't know if there were any good examples of complex board games implemented within them. Interactive fiction, while not a board game as such, used command parsers and some systems used log replay (possibly for saving/restoring?). And of course the old PBeM and prior to that PBM games, (many of which were similar to board games) used command languages. Galaxy PBeM comes to mind, but it did use stored state rather than log replay.