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Re: (TFT) Animated TFT Battles



Perhaps instead of writing a program that conducts hundreds of consecutive
TFT battles, maybe I should have written one that generates text, like it
seems Jay has.

I'm thinking to be fun the program needs interactivity. That means two
things:

* Conversion to JavaScript and a Web interface.

* Some degree of human input: e.g. The ability to directly control one
character.

Thoughts?

--
David
On 20/11/2015 1:53 PM, "Jay Carlisle" <maou.tsaou@gmail.com> wrote:

> Can it do football?
> A turring test I use to feel out flow.
> 5 second turns are awkward from a game view where the roll to hit
> feels like a specific swing even though it's undefined injury hp's and
> it's hard to make that clear which is important as the gametools are
> about detailing so players aren't in different realms with abstract
> terms imaginatively speaking. Players need to agree on visualization
> in a shared creative experience or the different ideas of what
> fireball is can make for messy oops when the difference pops up four
> sessions into play and NOW find it's a baseball not AD&D PH flash fire
> of fumes filling lots more volume.
> I also added athletics and got rid of abstract injury counting fatigue
> in hp and have 1 second phase turns so literally mean football but I'm
> Me and ditched GM's in favor of setting up objective sandbox environs
> that can't have player above all other players plop nether region poop
> at will into play instead striving for a design anytime but in play
> attempt at objectivity elseif I'd box My personality and push that
> instead of trying to make a game. Call it D&D but it's not the same
> thing if everybody plays so different that houserules define a
> specific table set up to whatever format quarter inch graph here 5 sq
> per inch there and papertape movement the other. My designs should fit
> all tables playing said game elseif top of the table is basically
> nerfed into decoration rather than encouraged and collected for use of
> the community.
> IMHO of course... I think rules lawyers irked GG so bad He over
> reacted. To much questioning was the claim but read that hot mess and
> piss poor publishing and editing makes questioning necessary sooooo
> piss on a meta player back to a table of equals and if You wanna tell
> a story write a book but plotting game makes play pointless like so
> many button presses between cut scene unaffected by play at all...
> Play to the mediums strengths not mimic another mediums pidgin...
> poorly. Gameplay implies fairness and impactive participation not
> personal whim and wing it but say it's got depth like lost or x files.
> Depth requires design and can't be hidden long by pretty drawings or
> similar distractions. Improv ain't gonna script Adaptation and
> whatever the market model is these days is better termed paticaptory
> fiction or somesuch not trying to invalidate what can work fine as
> entertainment... maybe the point after justifying what the hell one
> spent ones adult life mucking about with a game shame that might be
> showing a tiny bit but not heavy on fairness, effect of a given player
> on actual plot or tiny details like how many gp's are in circulation
> or where the "Orc's" (half-orc means race not monster... shameful fail
> to find any tinge to kill and loot to progress period and wargames saw
> My slap happy ass in 82nd cause the conflict was framed as fun and the
> rest wasn't even hinted as downsides which doesn't have to be preached
> but I ain't making recruitment propaganda for pax americana so war can
> cause more problems than it corrects... kills... whatever) come from
> before the left turn out GMs ass and how many ass orcs does that clown
> car caboose hold? Stories can skip what isn't pert but Players pop
> quantum wave functions in gameworlds same as realworld just asking
> questions and winging actual figures can come back quick to bite
> storytellers but ignoring Player questions is... well I find it awful
> art as well as evidence of a group to bid g'day too if not intent on
> usurp the gimp GM's GURP's group which is a dick move in itself but I
> hate stupid murder porn so primetime tv is not on My radar as I could
> care less about hurting murder porns feelings and storytelling GM's
> get little better if trying to bully ME. Bitch this is MY HOUSE and
> has been for 40 years now so You go do You but I ain't got time to
> stroke ego's with nada but bravado backing it. Most GM's know how to
> barter with implied suggestions so My scathing MINE'S BIGGER bs has
> only issued forth a few times for idiots trying to authority ME like I
> don't have authority issues or hands on experience and no gut from
> devoting Myself to hedgefund management instead of game as art ramen
> and a temper about MY subject. Y'all's too, ownership isn't exclusive
> here but starting with pathfinder ain't cred likely to correct or make
> dps seem like a good metric for tabletop when trying to trump My
> Bunnies and Burrows ace in the hole kid. You like it? Valid but not an
> objective argument for superior mechanic and certainly not necessary
> for all RPG's (while bitchin bout no GM too... picky kid who won't eat
> but one thing) but design is a bitchgoddes that promptly throws You
> under the bus when critique or complaints bandy about somehow prior to
> publication because game is like god... all good till a question or
> two is asked and god isn't unifing no more and game becomes taste. MY
> subject. If I wasn't stupid or arrogant I'd not be here so sue Me... I
> try to empower Players to play the game they want rather than suffer
> illusions of ownership without falling away into homebrew hinterlands
> localized out of any formal relation past title and with an eye toward
> besting what is to a final form rather than market releases to drive
> profit but ditch rules to sell copy making each edition a different
> game which has no reason to do much at all as it's throw away in half
> a decade and not striving for the best expression at all because
> Players are to be milked of all monies possible not served ones best
> to a community of fellows trusting the rest to follow. Why make the
> best make believe possible when no ones paying You? Because no one
> else would. Game is what had market success not mythmaking and
> mythologizing creatively instead of just buying the party line like
> You can't tweak the story to suit. Civilization as escalator of upward
> progress bs ignoring how horrible We are at it. Humans as multicelled
> community organisms not individuals consisting of the waking ego and a
> reflex or two who can't survive alone being fundemental to a
> harmonious view of existance instead of trying to fix a gender pay gap
> that doesn't exist because heard it on tv is as good as saw it on tv
> as proof of anything. Everyone knows aluminum leave a loony tunes
> cyote shaped hold hitting steel reinforced concreate. Equal and
> opposite does just that and is probably what David Copperfield used
> making the statue of liberty disappear which I saw only trumped by
> expert testamony and a computer model as conclusive evidence that the
> popular rags ain't worth paper to wipe the jericurl left by all those
> exiting ass-orcs balance like AI is "computer players cheat" and poor
> fits for actual game. Got a lucky crit streak? Watch the extra
> ass-orcs make the fight longer to suit the GM. I try plucking fair
> outta there and leave the story to the sumation but I got weird ideas
> about playable non-combat characters and constructive play options to
> advance to contrast destructive play. King's are not playable unless
> You count the kingdom but why put populations instead of nothing and
> npcs following the orc route which I wouldn't rule either... I don't
> even use two moons or babble names for common concepts or even not
> Earth as objective example which is stupid of Me because everyone can
> ID a 20 mile box of area as specifically here not there while driving
> perfectly farting cherry blossom fresh stink to and subjective
> objective examples are where ass people are pulled from.
> Fantasy is not about small considered changes to existing knowns but
> about drawing a locational map and babble names and ignoring existing
> norms while using them ergo Middle Earth is Earth normal gravity or
> Legolas's bow needs lots o splainin like bullets on Mars if bothering
> to go past space opera there will be no math in THIS game dictum more
> than description. I try to explain a frame past what Players should
> ever access to cover clever girls dropping My concept by designing
> deep magic say not buzz wording it like a full concept. Magic is often
> meh to unformed conceptually much less deep magic. Lilly guilding
> again rather than claiming loose conception pretending to depth that
> ain't never been there. Lore before game is horse pullin by cart. Game
> plays lore is told. Like putting everything in a digital RPG as code
> for no reason other than fixation forgetting playing to strength
> options code can't carry. The touch table plant is in My neck o the
> woods and worth consideration untill sales numbers show if the ground
> is fallow but if so We have table experience others lack and can't
> implement if not locked into code period like game must have story
> because xbox not Atari2600 roots and I can rant a LONG TIME here but
> think I finally got win10 malware nuked and can use My gumped machine
> to play nice with the other boys and girls I'm looking to convert this
> with for Jay purposes and residual info that may help if reported back
> sooooooo Jay shuts up... amazing even Me. Jay Joyce was a rotten
> method for Me to mimic and learning to sortta type at 50/60wpm or more
> made Me dangerous able to rant ad nausium and type what I think which
> is worse than just posting nudie pics at the list which is just...
> well not what I'd want to communicate to something I consider a
> personal treasure so Jay's jewels are a TFT teabag of some awful awful
> tea.
> Yet that's what comes of My trickle of cluelessness coupled with the
> competence compulsive failure forces from a Universe fed up with
> trying to signal a stupid soul engaged in stupid... the asylum becomes
> the inmates domain and... THIS!
>
>
> On Thu, Nov 19, 2015 at 1:26 PM, David Bofinger
> <bofinger.david@gmail.com> wrote:
> > Cris:
> >> If it's random, then you have a simulator, right?
> >
> > Yes, that's the point of the project.
> >
> >> There must be some decent AI, too?
> >
> > Of course. Brilliant AI. That the heroes and monsters just scream and
> leap
> > without a thought for tactics or survival? I must have wanted it to
> happen
> > that way.
> >
> > Seriously, the AI it has now is pretty basic. They just run at each other
> > and they don't even think about where their friends are. Though they
> think
> > a little harder about their facing. Sometimes they feel so happy with
> their
> > back against a wall that they stay out of the fight for a turn or two.
> > Better AI would be a possibility but it sounds hard and I don't know if
> it
> > would make the program any more fun.
> >
> > I just added terrain: random groups of blocked hexes. And logic to stop a
> > battle if the two sides find themselves isolated. :-)
> >
> > That's a good question: what *would* make this more fun?
> >
> >> What language did you write it in?
> >
> > It's Java. Very bad Java. I didn't think before I started typing. For
> > instance: in retrospect the hex map should have made less use of
> Cartesian
> > coordinates and more of arrays of neighbours.
> >
> >> Will you make it open source (put it on Github)?
> >
> > I think for the moment if anyone wants it they can ask me and I'll mail.
> >
> > Thanks for mailing me privately about methods of displaying hexes but
> > really displaying the hexes is the easy part and I'm not going to change
> it
> > now. Unless this is somehow relevant to converting it to a web app, which
> > might be a very good idea. Converting to Javascript should be easy,
> > shouldn't it?
> >
> > Greg:
> >> Do the blue guys always win?
> >
> > Not in general, there's the occasional total party kill. But there might
> > not be one in the battles I put up, I didn't check.
> >
> > The program adjusts the strength of monsters after every fight to get an
> > average of 50 points of pain for the characters each battle. One dead
> > character is 50 points, and one point of damage on a character is 1
> point.
> >
> > Each battle the number of characters gets randomly chosen. If there's too
> > many some get benched for a battle. If there's not enough some new ones
> get
> > made. Characters accumulate experience and each time they get a level
> they
> > have a 50% chance of increasing ST (perhaps with a change of weapon) and
> > 50% of increasing DX. Then they might change their armour and/or shield.
> >
> >> The animation was a little fast for me to see what was going on
> >>  at first.  Maybe added a speed setting or a scrubber bar so that you
> can
> >> go back to see what happened.
> >
> > The program makes a sequence of PNG images, which I turned into a GIF
> > animation using VirtualDub. I read on the web it makes small GIF files,
> > which seemed important. I also tried FFMPEG but didn't have much luck:
> got
> > it to work once but the file was huge and then I changed settings and it
> > never worked again. :-( I could certainly slow the animation down, but I
> > don't know how to do speed settings. It's annoying that browsers, etc.,
> > don't let you change speed. Anyone got any thoughts?
> >
> > Marc:
> >> how it compares with Lloyd's simulator?
> >
> > There are many duel simulators but I haven't seen any other skirmish
> > simulators.
> >
> > Thomas:
> >> If your map allowed for entering turns/tokens in a simple
> >> format then displayed the map with movements/facings/attacks
> >> from a simple text input it would save a lot of time in that regard.
> >
> > If you want the code I'll send it but I think you'll getting nicer
> results
> > from a simple drawing package.
> >
> > --
> > David
> >
> >
> > On 20 November 2015 at 02:23, Greg Thorne <Greg.Thorne@sas.com> wrote:
> >
> >> Very cool.  The animation was a little fast for me to see what was
> going on
> >>  at first.  Do the blue guys always win?
> >>
> >>
> >> Very Cool!  The animation was a little fast for me to see what was
> going on
> >>  at first.  Maybe added a speed setting or a scrubber bar so that you
> can g
> >> o back to see what happened.
> >>
> >> Question:  Do the blue guys always win?
> >>
> >> -Greg Thorne
> >>
> >>
> >>
> >> On Nov 18, 2015, at 11:58 PM, David Bofinger <bofinger.david@gmail.com
> >> <mail
> >> to:bofinger.david@gmail.com>> wrote:
> >>
> >> I wrote code to generate animations like this, and I'm interested in
> >> people's thoughts.
> >>
> >> https://www.dropbox.com/s/8kf98b1vtng46nh/tftbattles.gif?dl
> >> It has a lot of the Advanced Melee rules, some of them approximated,
> >> twenty-eight character templates, thirty-one simplified monster
> >> definitions. No wizards, no missiles weapons (wouldn't be that hard to
> add
> >> but might not be much fun), no tactics much other than "Charge!" Tell me
> >> what you think.
> >>
> >> --
> >> David
> >>
> >> Post to the entire list by writing to tft@brainiac.com.
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> >>
> >>
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> >>
> >
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