From: brett l. <wak...@gm...> - 2006-07-29 18:04:53
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On 7/29/06, Erik Vos <eri...@hc...> wrote: > > > A selection box after selecting 1835 will now ask for the opening > > > variant to play: Standard, Clemens or Snake. The Start > > round variants > > > work, except for some validation rules (cash!). > > > > Rather than a separate pop-up, I think we should include this in the > > Options dialog. > > > > I think some sort of "when game X is selected, we populate the dialog > > with the available options" mechanism would work. > > Fine with me, but I'll leave the work to you, if you don't mind. > You can find in Options how I populate the selection. > Sure. I can do that. > > > I have chosen this game because (1) it's already partly done, > > > (2) it adds some interesting new game aspects, and (3) the > > > extra's are probably not too difficult to implement. > > > In particular, there are no special private properties > > > beyond what we already have (except for the Prussian formation). > > > It is a well-known game too, at least in Europe... > > > > > > > Sounds good to me. Will coding the Prussian formation be generic > > enough to also handle the CNR in 1856? Or are there specifics about > > each that might require special-case coding? > > It is very different. In 1856, the CGR is formed from other > major companies under certain conditions, and it is an automatic process. > > OTOH, in 1835 the Prussian forms out of minors and privates, > and players have several occasions to decide if they want to convert or > not, first at the start of the first 4-train, and then further > at the start of each SR and OR. > I will try to reuse the existing M&H/NYC swap mechanism to implement > a first version of this process. > Ok... I haven't played 1835, so I wasn't really sure if it was at all similar to any other game. > > > Another simple game that should be easily doable is 1851; > > > only the start round needs extra coding. > > > > > > > Is there an easy way we can differentiate between playable and > > unplayable games in our UI? Right now, users have no way of knowing > > what isn't fully implemented until they try to play it. > > > > I suspect this may require changing how we populate the game list, but > > perhaps that might be a good thing for a few different reasons. > > Yes, that is a very good suggestion. > Rather than looking for subdirectories of 'data' we could put a > 'catalogue' file in that directory. That file could contain > a list of games with a status value for each game. > Status values could be: > - Playable (or finished) > - Partly playable (or unfinished) > - Unplayable (under development) > > Options could include a selection of what minimum status level > should be applied. On publication, this should be preset to 'playable' > (but of course I will set it much lower). > > We also need a properties file to store parameters > like this preset level, language etc. > I like that. Let's do this. ---Brett. |