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Re: [piecepack] Re: Volity
- To: piecepack@yahoogroups.com
- Subject: Re: [piecepack] Re: Volity
- From: Porter235 <porter235@...>
- Date: Fri, 21 Jul 2006 10:08:44 -0400
- In-reply-to: <e9qj1i+h7qk@...>
- References: <e9qj1i+h7qk@...>
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On Friday 21 July 2006 08:58, Brett Myers wrote:
>> http://www.volity.net/
>
> The page is blank for me this morning.. is this anything like these?
>
> Cyberboard http://cyberboard.brainiac.com/index.html
>
> VASSAL http://www.vassalengine.org
>
> Thoth http://geoman36.tripod.com/thothgames/
>
> Brett
Volity is a different kind of beast.
All of the others are closer to "virtual cardboard". You have all of the
pieces and you get online and can push them around and roll the dice, but the
engine doesn't know much about the rules of the game. They are designed to be
pretty easy to create new games (using point and click interfaces) and get
online and play, assuming all parties, know the rules. You can play
with "house" rules and varients because these engines do not enforce the
rules.
Volity allows for [python|perl]+SVG+EMAscript programmers to create games that
know the rules and enforces them. To create a new game you have to write some
python or perl code to create a "referee" engine, and then you need to create
the user interface using SVG and EMAscript. A lot more coding. If you want
to play with "house" rules, then the author of the game's referee will need
to have made them options that you can choose prior to starting the game.
Volity also supports "bots" or automated players, where the other don't. (more
coding)
Playing these games once created is nice because you don't have to worry about
a bad move ruining things (assuming the referee author hasn't made any
mistakes!) And they tend to play faster because the computer can automate all
of the garbage stuff that is needed to be done.
(Vassal is getting better with automation available)