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Re: Perl Game, suggestions.

by larsen (Parson)
on May 23, 2001 at 02:42 UTC ( [id://82423]=note: print w/replies, xml ) Need Help??


in reply to Perl Tanks

Interesting. It seems similar to Crobots (and others programming-based games).

What would you like to see in a game like this? Different types of weapons, armor etc?
Well I think that in a game of this kind the scenario should be as simple as possible (but not simpler :)), so that one could concentrate on the intelligence of his bot rather than coping with weird weapons, armors and so on.

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Re: Re: Perl Game, suggestions.
by mr.nick (Chaplain) on May 23, 2001 at 06:27 UTC
    Agreed. I've developed a game like this before ... years ago using C... which had it's own design issues (such as linking multiple peoples code together). Using perl, however, this might be relatively easy. You could have each person package their robot into, well, a package. Then have the main driving script load each one and execute them each turn.

    I would suggest writing some modules for the basic functions: Moving, Scanning, Firing, Status. Each bot may ONLY include these modules, nothing else (if you want a feature that another package has, you must write it yourself and include it directly into your bot).

    This sounds quite neat. I played Crobots for quite a long time and would LOVE to see something similiar in Perl.

    But like with all games, you are going to have to allow enough variations that people stay interested. You might have the choice to include one type of "Firing" module over another. Or perhaps a "Moving::Hover" instead of "Moving::Treads". They both would have their advantages and disadvantages.

    The different types of armor, weapons and movements should probably be categorized by a point value. Then each bot may include upto X number of points in accessories (kinda like weight restrictions in Mechwarrior).

    Something to think about!

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