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Posted on March 17, 2005 at 01:25:35 AM by Jeff
For CivNomic I was thinking of an idea similar to what I did for Nomopoly or Nomic Risk - a game which has a very minimal set of rules with a push in the direction of Civilization.
CivNomic would have a map and each player would start with one settler on a random square on the map. The settler would be a basic unit that could move one space per turn, or found a city. The basic rules of units, cities, and buildings would exist (although there wouldn't be many in the base rules) to encourage players to add more of them. Other than that, everything else would be up to future rule proposals.
There are currently 3 ways that I can think of making this game work:
- Same as Nomopoly, players email me with actions and I process them myself. This wouldn't require me to do much computer programming, but overall I would spend a whole heck of a lot of time doing updates. Also, any actions involving randomization that affect a player's decisions later in that turn (such as attacking, and deciding whether to attack again) would slow the game down considerably (as happened in Nomic Risk).
- Desktop application: I could make a base engine program for the game, which would essentially act as a computer game that all players would have to download before the game starts. Each time before a player takes his turn the program would download "updates" for the game, which I would make as the rules change. When a player takes a turn, he would see the results of all actions immediately, and the program would upload the player's actions and results to the file server. This would require me to do a lot of designing and programming for the base engine, and possibly some minor delays if the program has any bugs.
- If some day I can afford a high-speed internet connection and possibly a web server, I could run the game online directly off of my computer. Players could log into the website and play the game, and I would update the website to add new functions as the rules change. This would probably be the best way to run the game, as players could perform their actions in real time, and processing actions would require little (if any) effort on my part. However, I don't currently have the resources to do this.
Personally I definitely like option 3 best, although I can't do this right now. Maybe in the future sometime?
Re(2): Thanks - By ChinDoGu March 14, 2005 at 07:09:21 PM