No Description

Getty Ritter 6f82d57e5d fix some types + serve static files more easily 4 years ago
static 50841ec9b8 Fix message sending 4 years ago
.gitignore ac05f084af basics of like the underlying chat system 4 years ago
README.md a77033cab4 a basic wip readme 4 years ago
messages.py 933379cc9b add more types 4 years ago
parley.py 6f82d57e5d fix some types + serve static files more easily 4 years ago
schema.eb 54defdcd95 Some notes + a half-working chat implementation 4 years ago
schema.sql 54defdcd95 Some notes + a half-working chat implementation 4 years ago
storage.py 6f82d57e5d fix some types + serve static files more easily 4 years ago

README.md

Eventually the plan here is to write a system for playing tabletop games online that's geared specifically towards the less-map-oriented, more-data-oriented games. (By which I mean: maps and other details should be possible but it doesn't put you into a view where it assumes you're moving tokens around a map a la D&D, but instead should have a data-first UI where it shows you, like, character sheets and data organization.)

Some ideas:

  • a deliberately-constrained, non-Turing-complete programming language for describing the outcomes of rolls
  • some easy-to-customize way of building game-specific UI details

Some Ideas

Language

  • maybe s-expressions or io or some other simple substrate? (LOGO?)
  • some kind of table mechanism

  • notion of reactive widgets (clearly objects)
widget FourClock:
  progress: number(0 through 4)

  on Tick:
    progress := progress + 1

  on Reset:
    progress := 0

  on Set(k: number(0 through 4)):
    progress := k

Initial Test Cases:

Dogs in the Vineyard

Need to be able to handle:

  • adding to dice pools
  • moving forward in dice pools
  • resetting after a conflict

Blades in the Dark

Danger Patrol