Agreed. I've developed a game like this before ... years ago using C... which had it's own design issues (such as linking multiple peoples code together). Using perl, however, this might be relatively easy. You could have each person package their robot into, well, a package. Then have the main driving script load each one and execute them each turn.

I would suggest writing some modules for the basic functions: Moving, Scanning, Firing, Status. Each bot may ONLY include these modules, nothing else (if you want a feature that another package has, you must write it yourself and include it directly into your bot).

This sounds quite neat. I played Crobots for quite a long time and would LOVE to see something similiar in Perl.

But like with all games, you are going to have to allow enough variations that people stay interested. You might have the choice to include one type of "Firing" module over another. Or perhaps a "Moving::Hover" instead of "Moving::Treads". They both would have their advantages and disadvantages.

The different types of armor, weapons and movements should probably be categorized by a point value. Then each bot may include upto X number of points in accessories (kinda like weight restrictions in Mechwarrior).

Something to think about!


In reply to Re: Re: Perl Game, suggestions. by mr.nick
in thread Perl Tanks by SilverB1rd

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