Joel Uckelman on Fri, 23 Jul 2010 08:17:38 -0700 (MST) |
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Re: [game-lang] a survey of previous work |
Thus spake Simon McGregor: > > What do we want our game representation language to do? > I'd like the following features: - > > 1) A playable GUI version of a game can be automatically generated > from its description, assuming that the game is composed of standard > generic components (e.g. dice, cards, counters, tiles, board, etc.). > If the game features some weird component like a card which changes > appearance depending on the polarisation of ambient light, it should > be possible to write a plugin for it. I'm hovering between 'orthogonal to a game rep language' and 'not possible' on this one. The actual appearance of game components isn't relevant to the proper logical relations between them, which is what the rules capture. I think it's a good idea to have a standard format for storing visual representations of game objects, because then programs could use those to map objects in our nascent rules lanuage to their visual representations---but I think it's a completely seperate issue from representing game rules. My 'not possible' comment stems from not being sure how 'automatic' automatic is. I'm trying to imagine a automatically generated visual representation of, well, basically any wargame, and failing at it. -- J. _______________________________________________ game-lang mailing list game-lang@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/game-lang