Re: jrk-it Version 2
Posted: Sat Aug 24, 2019 1:31 am
Lots of points! I won't cover them all just yet.
Simple stuff... Im just on a new loop browser at the mo which fills in some missing stuff like pause text not visible and also I have added a view counter for loops and a played and finished counted for games (not live yet)
I also do plan to add a favorite counter too and when I finish the game end I was also going to add a high score for each game :)
I think to kill 2 birds with one stone rather than having a binary yes or no to repeating tasks, it would just be best to have a cap, which would be 1 if the task is unrepeatable.
Some of the difficulty with weighting stuff comes with the sort of free form nature of the game. Unlike milovana games for example which are curated start to finish, users can (and have) added all sorts of random tasks to their games making it tricky to work out what combo will be added and thus how weighting's will be handled.
I don't realy want to get into sequencing for similar reasons but I think to solve much of what you were both talking about with that is to work on (at some point cos it sounds fairly involved) a sort of " complex loop " which is a sequence of steps rather than just the current maximum of essentially 2 steps. I will have to give it some thought as to how it could be a bit random in the middle.
I suppose the sequence would be something like:
Complex Loop Start 1>
Intermediate loop 1.1r/1.2e/1.3e (Options - can repeat in group or Must Exit to next intermediate)
Intermediate loop 2 start >
Intermediate loop 2.1r/2.2r/2.3e (Options - can repeat in group or Must Exit to next intermediate)
Complex Loop Exit >
Something like that I think, would be a frame work, ideally with infinite length and unlimited intermediaries.
I will have another read and cover any other points in the AM
Simple stuff... Im just on a new loop browser at the mo which fills in some missing stuff like pause text not visible and also I have added a view counter for loops and a played and finished counted for games (not live yet)
I also do plan to add a favorite counter too and when I finish the game end I was also going to add a high score for each game :)
I think to kill 2 birds with one stone rather than having a binary yes or no to repeating tasks, it would just be best to have a cap, which would be 1 if the task is unrepeatable.
Some of the difficulty with weighting stuff comes with the sort of free form nature of the game. Unlike milovana games for example which are curated start to finish, users can (and have) added all sorts of random tasks to their games making it tricky to work out what combo will be added and thus how weighting's will be handled.
I don't realy want to get into sequencing for similar reasons but I think to solve much of what you were both talking about with that is to work on (at some point cos it sounds fairly involved) a sort of " complex loop " which is a sequence of steps rather than just the current maximum of essentially 2 steps. I will have to give it some thought as to how it could be a bit random in the middle.
I suppose the sequence would be something like:
Complex Loop Start 1>
Intermediate loop 1.1r/1.2e/1.3e (Options - can repeat in group or Must Exit to next intermediate)
Intermediate loop 2 start >
Intermediate loop 2.1r/2.2r/2.3e (Options - can repeat in group or Must Exit to next intermediate)
Complex Loop Exit >
Something like that I think, would be a frame work, ideally with infinite length and unlimited intermediaries.
I will have another read and cover any other points in the AM