For interbbs, I'm going to rethink the whole thing and try and make it easier on Paul to maintain a game league. I'm also thinking of making packets JSON files rather than binary files, for easier debugging.
Once you are ready for someone else to try the interbbs, I'm up for
trying to get that working with wwiv. We've no other interbbs support
at the moment, so happy to try to get this working.
Will likely need to make network stack changes to make it work, so may
be slow, but would love to make it work.
FreePascal has a pretty nice json unit as well. not really sure what utilities an interbbs door might need but it's there ;)
Still to do:
- Diplomatic relations (including war, spies etc)
Hi
I've been working on a rewrite of Galactic Dynasty the last few days.
It's coming along well!
Still to do:
- Diplomatic relations (including war, spies etc)
- InterBBS
This version of the game I've decided not to include lua support, since I think no one ever made any events. And it's a depenency that would get people stuck when building.
For interbbs, I'm going to rethink the whole thing and try and make it easier on Paul to maintain a game league. I'm also thinking of making packets JSON files rather than binary files, for easier debugging.
I could really use some feedback, so if you haven't already, jump on to HappyLand and try it out.
Sorry that's a bit of a brain dump but best I get it to you while
you're pondering things for both games. :)
Anyway, what I have thought so far is using client generated UUIDs
instead of node numbers, so adding and removing nodes would be unnessicary. Of course you'd still need to setup file boxes for the
nodes, but the hub on receiving a new uuid would just add it to the game.
Removing nodes could just be done on a timer, so if the hub doesn't receive a packet from a node in say a week, it gets removed from the
game. (It doesn't matter if it's they just went on holiday and their system went down, because when it sends a new packet it would get re-added)
I'm also thinking of interbbs being a seperate program. Right now the galactic dynasty binary does everything. I want to make a client program and a hub program as well as the galactic dynasty game.
That should make things a little bit more managable, so clients run the client program on receiving packets (and to send packets.) the hub runs the hub program on receiving packets (and forwards packets) and the game is just the game.
That's my thinking so far. Though part of me wonders if interbbs is worth it at all - and rather run the game on something like door party instead.
Then there is the other idea of using a different method all together,
ie, something not FTN powered at all. Could be done via HTTP or
something.
Anyway, I'll see your brain dump and raise you another :P
Please don't remove the inter-bbs stuff I enjoy running/offering it to nodes.
I think there's still a demand for stuff people can setup and config themselves. Well there is from me anyway ;-P
I have no idea what filebox is though. :)
What does WWIV uses? It uses binkp with a server I wrote, it also does
some special things for wwivnet, but supports most of the BSO outbound/inbound (enough to work with FSXnet and FidoNet, although
some people on fido grumble when something isn't exactly to their
liking or like binkd does it)
Ah that makese sense. Instead of adding it into the BSO control/flo files just drop it in to send it. That's easy enough.
What does WWIV uses? It uses binkp with a server I wrote, it also does some special things for wwivnet, but supports most of the BSO outbound/inbound (enough to work with FSXnet and FidoNet,
although some people on fido grumble when something isn't exactly to their liking or like binkd does it)
Thanks for the example. That helps, so it's a different directory for inbound vs. outbound and configurable. Then I gues the game just drops in the files after a player takes their turn, and retrieves anything in that directory after mail processing to respond to it?
The guy pissed that I used pipe colors for quoting in fidonet is also getting pissy at another wwiv sysop.
I just use the outbox, I don't add the inbox to my config or I'd
probably need to move stuff around. All the inbounds just show up in
my inbound and I look for them there.
BY: apam(21:1/182)
talk!|07 |11a|09> |07
The guy pissed that I used pipe colors for quoting in fidonet is also getting pissy at another wwiv sysop.
The guy pissed that I used pipe colors for quoting in fidonet is also getting pissy at another wwiv sysop.
That doesn't suprise me. At least pipe colours are a little less painful than ANSI codes if your reader doesn't support them.
I plan to release it on wednesday, as I have an eye appointment on
tuesday in Ipswitch, so will wait until after then.
1) my plan is to release binaries - Win32, linux x86_64, linux arm64 and linux arm32. While the source code will be available via the repository for anyone who wants it, I've found that compiling seems to be a bit tricky for a lot of people (especially when I'm using unusual libraries etc)
2) The actual game play is different, instead of cycling through the stages of buying troops, attacking, diplomacy, state of the empire etc, the state of the empire is a menu, where you can do those things, then press turn done when you're ready.
3) There is a new employment thing, so you can buy many planets, but they won't produce anything unless you have enough citizens to work them, on the other hand, if you have too many citizens, they will be unemployed
and generate no taxes.
InterBBS is something for down the track, something that is just as much work if not more than the game itself - so I want to get the game right this time first.
Sysop: | sneaky |
---|---|
Location: | Ashburton,NZ |
Users: | 31 |
Nodes: | 8 (0 / 8) |
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