Hello guys,
iv designed a battleship game on irc, the game must be a service or in our case here, a bot (tcl) and make it exempt from flood control in the ircd conf
the way i see it, this game could become one of greatest multiplayer irc games.
if there is anyone interested in taking part in the project, plz do let me know. (iv made a sample of it. i could show to those interested. poke me on irc)
cheers,
stef
I would suggest posting a few information about how this script should be developed (or your design). Its seems like a fairly *not little* request, perhaps it can be developed step by step (like module by module). IMO, not too many (if any) people will bother contacting you to help you with your request, so if you want help from the forum's scripters I suggest you start giving more info.
If you look at the UNO script, for one example, you'd see you can easily play a game in a channel without revealing other players cards to each other (using privmsg to show the player their own cards.)
And yeah this is far from a small script you're looking to create. Start posting some code if you want help with things. If you're really just requesting someone to write the entire thing from scratch, good luck.
No it's not an mIRC thing, it's an IRC thing (the client doesn't matter). Stefanoo it would help if you can show us example snapshots so we could get a better idea on how the script works.
Last edited by Sir_Fz on Sat Apr 07, 2007 9:50 pm, edited 1 time in total.
i love battleships.
would probably get addicted to playing it on irc if it was done right.
but i agree with above posts, best played in 1 channel, with ship locations/grid sent by privmsg/notice. 2 seperate channels is ugly/inconvenient/unnecessary.
just make whatever is sent to the seperate channels, get sent by privmsg to the different players. anyway, good luck!
rosc2112, nice! and hey if you like tictactoe then i must show you one connect4. just amazing! u'll find it on my server. poke me when online.
now quoting to minted, true we can play it by notice or by pvt.. which is most probably better, but i thought of it being played on main so others could enjoy watching the fight. (now thats just a little opinion)
In fact we can do a system that when its my turn and the bot is displaying my map.. it ignores my ennemy. so he cant see my map. and when it comes to his turn, it ignores me so i dont see his map.. users in the room will see both..
Feel free to send or post a link to the connect4 script, and I'll look at it, if it's a tcl script.
Ignoring a user won't prevent them from seeing the bot's output, it would just prevent the bot from listening to that person.
As far as displaying things on channel, just show hits/miss msgs, instead of the entire game grid (reasons below).
As far as people playing a battleship game, yeah they probably would if it's not horribly slow, which I suspect might be a problem with such a large grid.
Keep in mind that showing such a large grid is going to be pretty slow, even if you use putquick. Or it'll flood the bot off the net if you use putserv. It'd probably be better to only show the grid to the players when they issue a command to redraw the grid for them. Then when the game is over, show the entire grid to the channel.
A better option would be to use dcc, that would be very fast for display, and would also make it possible to show each player their own grid after each turn. You'd have to give them dcc access of course, which might not be ideal, and then there wouldn't be any observers (if you allowed observers, who's to say that one of them isn't a cheater helping one of the players, or even IS one of the players under a different nick?)
Another consideration would be making the script capable of running multiple games between teams of 2 players. Sitting waiting for a game to finish so I could play against someone would be a drag. And then, how to manage queueing up games for people who are waiting to play? And, speaking of drag, if the game is in progress, or multiple games in progress, they're going to lag the bot.. Multiple bots on multiple channels maybe?
the battleship wont be slow because we will exampt it from the ircd. it will become just like the connect4. playable in x channels, by x number of players at the same time, and doesnt lag a sec. it may display 100 lines it wont lag.
of course it can.
there are 4000 networks indexed in searchirc.com i am sure half of them if not more would be interested in such a game.
All these networks could then provide that service to the public.
Now regarding Undernet DALnet EFnet QuakeNet those few big ones.. well i doubte they would exempt it in the ircd. so the channel owner could run it, but maybe it will be slow there.. but playable still..
As far as I understand, it's going to be a publicly available Eggdrop Tcl script which will be used on different IRC networks (i.e. any IRC network). Besides, it's going to be developed here so of course it's a public script.