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Messages - silby

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Dominion General Discussion / Re: Interview with Donald X.
« on: February 28, 2018, 12:31:27 pm »
What’s on your mind, Donald?

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Dominion General Discussion / Re: Interview with Donald X.
« on: December 13, 2017, 03:20:00 pm »
There’s many good reasons not to self-publish things, certainly including “I don’t feel like it”. Is self-publishing a game something you never see yourself doing, even for games you believe in that have struck out with publishers?

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Dominion General Discussion / Re: Interview with Donald X.
« on: November 29, 2017, 08:47:26 pm »
What’s the most fun you can have with a deck of traditional playing cards?

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Dominion: Nocturne Previews / Re: Dominion: Nocturne announced!
« on: August 07, 2017, 08:38:02 pm »
All right. Heirlooms, we know they replace your coppers. They could be better than coppers, but they probably won't be that much better. They won't be worth $2, for instance. What do you do with coppers? You trash them, often enough. They probably won't do something when trashed, per se, because trashing won't be in every game, and probably playing with heirlooms should make a difference even in a game without trashing. I think they could be worth VP. A starting deck with 7 extra VP sounds nuts, but what if provinces split 5-3 because one player trashed two heirlooms and got $8 more often? But that still doesn't really "do" anything in a game with no trashing. Coppers that trash themselves aren't a good idea, without some further cost, and don't make sense with the name "Heirloom" I don't think. You want to keep an Heirloom. That's what I got. Stoked for the madness, like always.

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Dominion General Discussion / Re: Interview with Donald X.
« on: January 12, 2017, 04:39:56 pm »
Aww okay.

Whose creative output do you wait on tenterhooks for news of?

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Dominion General Discussion / Re: Interview with Donald X.
« on: January 12, 2017, 01:11:46 pm »
Knowing very well your position on talking about stuff that a publisher would want to talk about before they get a chance to talk about it, I'm going to ask this in a way that's hopefully possible and interesting to answer:

Are you playing new games of yours lately with your group? Or old games of yours that might be new to us someday? Is there stuff you're excited about on your table?

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Dominion General Discussion / Re: Interview with Donald X.
« on: December 03, 2016, 10:27:55 pm »
Have you ever constructed a crossword?

8
I can test on Mac, iPhone SE, iPad mini, and recruit my sister who has played Dominion with me but isn't familiar with every card, and I don't think has played with Events or Landmarks with me. Also yaaaay!

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Dominion Online at Shuffle iT / Re: ShuffleIT dot nl activity watch
« on: November 21, 2016, 03:10:11 pm »
I have a suspicion...
http://dominion-online.com/

Oooh, you're probably right. TransIP is the same provider listed in shuffleit.nl's whois info.

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Dominion General Discussion / Re: Interview with Donald X.
« on: November 15, 2016, 08:15:49 pm »
If you hosted an outlandishly expensive and baroque Dominion tournament, such as the tournaments in Yu-Gi-Oh! where various millionaires host hundreds of teenagers on an island or in the streets of a city, using advanced hologram technology, what body part would you replace with an ancient Egyptian artifact and why?

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Dominion General Discussion / Re: Interview with Donald X.
« on: November 14, 2016, 11:33:13 am »
Do you plan on playing the new Dominion Online for pleasure when it launches next year? If so, will you be incognito?

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Dominion Online at Shuffle iT / ShuffleIT dot nl activity watch
« on: November 08, 2016, 11:40:13 am »
I will be mashing reload several times a day for the rest of the year for all the good it will do me

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Dominion General Discussion / Re: Interview with Donald X.
« on: October 04, 2016, 05:53:53 pm »
Hi Donald!

What games do you consider your personal "primordial ooze"? Magic: The Gathering is an obvious influence that you've talked about, are there others?

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Dominion Online at Shuffle iT / Re: Creating Dominion
« on: August 31, 2016, 11:18:34 am »
I for one am looking forward to paying the rock-bottom bargain price of $3 a month to play Dominion on the internet.

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Dominion Online at Shuffle iT / Re: Scripting Dominion
« on: August 09, 2016, 04:05:13 pm »
Thank you for the insightful peek behind the curtain! Per your concerns, I'll avoid peppering with follow-up questions, but any other "dev log" notes you might produce in the next few months/next year would be very interesting to me. (Maybe someday you'll tell us what all the parts of the context data structure are.)

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Dominion Online at Shuffle iT / Scripting Dominion
« on: August 08, 2016, 12:03:09 pm »
I have some questions about the implementation of the Dominion game engine that might be unanswerable or boring and maybe Stef/SCSN are unlikely to respond to this far in advance, but I'm extremely curious, so here goes:

I would imagine that any reasonable implementation of a game like Dominion would be based around an "event loop" that handles the phases of the turn (start, action, buy, cleanup, interturn) and cards that are scripted to trigger various side-effects when they're eligible to be played. All well and good. Many Dominion cards are built out of primitive effects that are not very complicated to script, and interact in predictable ways. (+1 Card/action/buy/coin, look at a card, reveal a card, etc.) Other cards have (seemingly?) unique effects, most notably Possession, which in the rules for humans is heavily annotated and some cards have FAQs that clarify precisely how they interact with Possession.

So my initial questions about this for the developers are these, if they care to reveal their approach at all:

- Am I even imagining a design similar to what you're building for the game engine?
- How many "primitive" game-state operations are there? What about higher-order operations like predicates or alternates?
- How many cards have an operation only used for that card?
- Are there any card interactions that have a true corner-case implementation, where the engine produces the wrong effect when A and B interact, but there's no feasible way to correct the individual components to get the right effect?
- I sure would be delighted for card-creation tools to be made available to players with the full power of the engine. I know there's lots of reasons to not ever do this, which I accept. This isn't a question.

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