09-28-2021, 07:55 AM
Good to know. As it is a general solution, it makes sense that there could be obstacles to implementation.
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What about the other more specific suggestion that the graphics metadata be capable of automatically generating connection graphics between designated conditional pairs of sites, without having to define pieces for the purpose, just a line width or a graphic to use. eg show connection <image> for <move> . such as (step or leap {{ ... }} if:(= (who at:(from)) (who at:(to)))) -- Are there other games that would benefit from such visual elements, where connectivity is separately defined?
Or instead, should their be a ludeme about blocked knight's movement where the connectors become the most efficient way to describe the blocked connectivity, and thus play a real role in the game definition?
In my game I imagine generated rules should read something like:
"The game ends if the mover's "Ball" piece is blocked by the next player's "Ball" pieces and knight's connections from stepping orthogonally to an empty marked region or if the next player's "Ball" piece is blocked by the mover's "Ball" pieces and knight's connections from stepping orthogonally to an empty "Marked" region."
Or:
"A player's Ball piece is "Enmeshed" if it is blocked by the Enemy Ball pieces or by knight's leap connections between the Enemy Ball pieces, from stepping to an empty "Marked" region. The game ends if the Mover's Ball or Next Player's Ball is "Enmeshed." The score is the count of a player's "Enmeshed" Ball pieces times -1. The player with the higher score wins, If the score is the same, the mover loses."
But the ludemes to describe the game logic in this simple way don't yet exist.
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What about the other more specific suggestion that the graphics metadata be capable of automatically generating connection graphics between designated conditional pairs of sites, without having to define pieces for the purpose, just a line width or a graphic to use. eg show connection <image> for <move> . such as (step or leap {{ ... }} if:(= (who at:(from)) (who at:(to)))) -- Are there other games that would benefit from such visual elements, where connectivity is separately defined?
Or instead, should their be a ludeme about blocked knight's movement where the connectors become the most efficient way to describe the blocked connectivity, and thus play a real role in the game definition?
In my game I imagine generated rules should read something like:
"The game ends if the mover's "Ball" piece is blocked by the next player's "Ball" pieces and knight's connections from stepping orthogonally to an empty marked region or if the next player's "Ball" piece is blocked by the mover's "Ball" pieces and knight's connections from stepping orthogonally to an empty "Marked" region."
Or:
"A player's Ball piece is "Enmeshed" if it is blocked by the Enemy Ball pieces or by knight's leap connections between the Enemy Ball pieces, from stepping to an empty "Marked" region. The game ends if the Mover's Ball or Next Player's Ball is "Enmeshed." The score is the count of a player's "Enmeshed" Ball pieces times -1. The player with the higher score wins, If the score is the same, the mover loses."
But the ludemes to describe the game logic in this simple way don't yet exist.