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)?
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Joshua Kronengold (mneme@(io.com, labcats.org)) |\ _,,,--,,_ ,)
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