As far as computer aids for GZG games.. I'd like to see easy ways to construct
ships (FT) and vehicals (DS).
* Something simple like choose size: choose speed.. choose weapons: ect. ect.
ect. then having a print out option to have record sheets to be used in the
next game.
* Then maybe have some flow charts that are printable for the sequence of
play..
* Perhaps all the counters that are need for turning / movment and the
like... (printable of course)
My $0.02 for now.. CMC
<Go ahead and brainstorm, wish and dream - but please keep the ideas
towards <assisting the table top. Its alright to talk about more, but the
design <parameters will probably be towards assistance, not as a game(s) in
their
<own rights. Feel free to relate this to any of GZG games (FT/MT, DS2
and
<SG2).
As far as computer aids for GZG games.. I'd like to see easy ways to construct
ships (FT) and vehicals (DS).
* Something simple like choose size: choose speed.. choose weapons: ect. ect.
ect. then having a print out option to have record sheets to be used in the
next game.
* Then maybe have some flow charts that are printable for the sequence of
play..
* Perhaps all the counters that are need for turning / movment and the
like... (printable of course)
My $0.02 for now.. CMC
> On Aug 13, 1997 at 6:22:30 PM, Kevin Walker <sage@millcomm.com> wrote:
> After spending some time talking with KR of Geo-Hex, it appears that I
> might be helping to fill the Macintosh gap with regards to the
> research is needed first. The intent is to provide aides to both the
> across the US, but should still be able to email every day or two.
I think I may have sent this to the list once before, regarding a different
topic, but if I were doing this project, I would seriously explore doing such
utilities in Cliri's FileMaker Pro relational database if possible. It's
fast, easy to use, and cross-platform (databases created on Mac will run
on Windows and vice versa). With the Claris Solutions Development Kit you can
attach a runtime engine to the database to create standalone apps. (You have
to do a separate one for each plaform, although the database is the same
--
big deal.)
FMP also gives you the ability to print out information in a variety of
formats and, perhaps most importantly for us, you can export a record
(i.e., a
design) as text, which can then be emailed to others and then imported into
their copy of the database. You get lookups, pulldown menus, checkboxes,
text, graphics, etc. -- basically, anything that Excel can do, FMP can
do, and you don't need the app to do it.
The main app is $200, with the membership in the Claris Solutions Alliance and
the Solutions Development Kit adding another $700-1000 more. This
sounds like a lot of money, but it's cheaper than most development
environments, and the
CSA/SDK agreement includes unlimited distribution rights to the runtime
engine. In other words, this is a one-time cost.
[For the record, I have been known to answer the question "What is your
favorite computer game?" with "Filemaker Pro."]
-- Chris Weuve [My opinions, not my employer's.]
> Christopher Weuve writes:
@:) I think I may have sent this to the list once before, regarding a @:)
different topic, but if I were doing this project, I would @:) seriously
explore doing such utilities in Cliri's FileMaker Pro @:) relational database
if possible. It's fast, easy to use, and
@:) cross-platform (databases created on Mac will run on Windows and
@:) vice versa). With the Claris Solutions Development Kit you can @:) attach
a runtime engine to the database to create standalone apps. @:) (You have to
do a separate one for each plaform, although the
@:) database is the same -- big deal.)
@:) The main app is $200, with the membership in the Claris Solutions @:)
Alliance and the Solutions Development Kit adding another
@:) $700-1000 more. This sounds like a lot of money, but it's cheaper
@:) than most development environments, and the CSA/SDK agreement
@:) includes unlimited distribution rights to the runtime engine. In
@:) other words, this is a one-time cost.
$1200 dollars is indeed a lot of money. I think it extremely
unlikely that a industrial-strength database is required for this
task. If the database is not used the tools required to develop this product
are FREE. Java is free. Visual Basic is virtually(?) free. GCC is free.
There's no need to spend a huge amount of money on a development system given
the nature of the task at hand.
I'm still not really sure what kinds of use such a system would be put to
anyway. In particular I've found that keeping track of FT ship information
between games of a campaign can be difficult (and
error-prone). For use during battle I've never found any need for a
play aid. Generally when I have a lot of papers it usually seems that
computerizing the system would just slow things down.
The only time I've used a home-grown compterized play aid was when I
used my Pilot to record drone information during a SFB game. That was
convenient, but only because the machine is hand-held and I can write
on it. If I'd had to type in all that crap I wouldn't have done it.
> On Thu, 14 Aug 1997, Joachim Heck - SunSoft wrote:
> $1200 dollars is indeed a lot of money. I think it extremely
Visual Basic can do database too. It's compatible with Access, FoxPro, and can
read files from dBase and Paradox.
On Aug 14, 1997 at 10:53:41 AM, Joachim Heck - SunSoft
<jheck@East.Sun.COM> wrote:
> $1200 dollars is indeed a lot of money. I think it extremely unlikely
> that a industrial-strength database is required for this task. If the
> database is not used the tools required to develop this product are
> There's no need to spend a huge amount of money on a development
All true, but FMP is easier to use than any of those options, comes complete
with reasonably good printing capability, and is cross platform besides.
A lot of this depends on exactly what the aim is. IIRC, the original
suggestion was for a vehicle generator, and FMP is perfect for that. It might
not be so good as a game assistance program.
BTW, has anyone else on this list used ShipBase III? It's a naval
minis GAP. Players input the IDs of and distance between firing ship and
target, and the app determines hits and tracks damage and other stats.
> BTW, has anyone else on this list used ShipBase III? It's a naval
Yup, it's a great game that I'd highly recomend... especially if you have a
laptop. Data entry doesn't take too long, and you have accurate simulation (at
the level of each shell fired) in very quick time. You can easily play largish
engagements in an afternoon, or a small campaign over the weekend.
Unfortunately Shipbase IV looks unlikely ever to happen:(
-Michael