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Very interesting. I'm interested in the same space alas I focus on prototyping the physical game virtually not generating physical prototyping materials. My vis
by kriro 11y ago
Very interesting. I'm interested in the same space alas I focus on prototyping the physical game virtually not generating physical prototyping materials.
My vision is building a GUI where you can define game objects which generates JSON (I had something like a game DOM in mind). However I've been pondering how to get the actual rules system done/integrate it.
It would be a lot nicer if one could define the rules via a DSL and link game objects to rules graphically than to implement them ad hoc.
I'm mostly interested in rules based systems and AI and my research was leaning towards creating a DSL for describing players' strategy. I started out doing it in Prolog as an internal DSL but switched to ANTLR and changed it to an external DSL.
Ruby is a pretty great choice which I considered before moving to ANTLR.
Edit: As this is geared more towards creating physical prototypes you should post this on boardgamegeek if you haven't already.
- andymeneely 11y agoOk, so this is something I also want to do someday. It's not what Squib is at all, but I feel like we need better tools board game simulation and machine learning. In particular, I'd like to simulate the game with very basic AI, then analyze the games to look for overpowered moves (e.g. if 75% of all winners used Black Lotus). I'm trying to do this in an ad hoc way on my own games, but progress is slow :(
- lfowles 11y agoI'd recommend talking with the VASSAL people if you haven't already. I was looking into something similar (defining pieces and rules in a DSL that would spit out an engine suitable for AI) a few months ago when I was all motivation and no outlet.