Andrew Plotkin writes: >When Andy tossed up the Treehouse rules a couple of weeks ago, I figured >it would make a good test for Volity. (We want to be a good platform for >rapid game development, right? Treehouse is rapid. :) Coolness. Pretty neat. Hadn't heard about Votility, but it seems a cool platform to code to. >I now have a working draft of the game. You're all welcome to try it. Looks pretty good. Is it in fact intended that Dig can't be used on a single standing piece? It took playing on Votility for me to find the part of the rules where it mentions that Dig is directional. >How well did the "rapid development" go? Pretty well. I spent two or three >days on the server-side code for Treehouse, and about five on the user >interface. (Treehouse is actually quite complex, UI-wise, since the six >moves require six completely different kinds of controls.) I like the way the controls are handled. >At this point I'm confident that most Icehouse-style games can be >implemented in Volity in one to two weeks. A game like Aquarius takes >no longer to code, but then you have to draw all the cards. Fluxx and >Zarcana are a pain for both coding *and* art -- no surprise there. Is it suitable for a more stateful game setup (like a CCG, where you want players to be able to keep something (decks) between games)? -- Joshua Kronengold (mneme@(io.com, labcats.org)) |\ _,,,--,,_ ,) --^-- "Remember the Doom Team code!" says Tom. /,`.-'`' -, ;-;;' /\\ "You don't have to die just because some |,4- ) )-,_ ) /\ /-\\\ people think your existence is evil!" '---''(_/--' (_/-'