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One player game #856
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Some implementation notes:
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for |
also the event deck described in page 2 indicates 20 cards out of 30 possible but later on it seems that there are between 30-40 cards, I assume we should use the later description?
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We've still got a couple options regarding the client-server architecture for this: either using colyseus for an authoritative server, or cutting that out completely and having something like an initial config sent to the client followed by communication back and forth for player actions/events. Using the colyseus game server almost seems simpler in that we'd want to keep track of game state anyhow to make sure that requests are valid, events get applied correctly, etc. Also the potential for reusable code/already having an example in place for implementation. @Tkawamura02 @sabrinanel3 Thats my current line of thinking, lmk if you have any thoughts either way |
@sgfost If there's already somewhat of a background with colyseus then I wouldn't mind using that framework! Following your post, I agree with your line of thought |
TODO: - implement service layer for persistence, recovery(?), and retrieval ref virtualcommons#856
- add fixtures for game treatments and event cards - add service methods for persisting game data and drawing cards/picking treatments - reworked solo game entities - (re-)add migration for solo game data model ref virtualcommons#856
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The logic for picking treatments doesn't distinguish between failed/successful games so this should be the case. One of the things to have tests written for though |
Client will normally have a gameover screen before that ticks over but it wouldn't hurt to prevent the round from incrementing before doing the 'end game' routine on the server |
TODO: - implement service layer for persistence, recovery(?), and retrieval ref virtualcommons#856
- add fixtures for game treatments and event cards - add service methods for persisting game data and drawing cards/picking treatments - reworked solo game entities - (re-)add migration for solo game data model ref virtualcommons#856
TODO: - implement service layer for persistence, recovery(?), and retrieval ref #856
- add fixtures for game treatments and event cards - add service methods for persisting game data and drawing cards/picking treatments - reworked solo game entities - (re-)add migration for solo game data model ref #856
Oneplayer.zip
In the Zipfile you find a word document explaining the one player game and a Netlogo file where we simulated outcomes with a player who did pretty much making random decisions (I use a zip file since nlogo files are not recognized by Github). I did not include the academic reasoning why we do certain treatments in the word document.
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