[Kde-games-devel] kreversi_rewrite is almost finished... Please review.
Inge Wallin
inge at lysator.liu.se
Thu Sep 7 22:50:10 CEST 2006
On Thursday 07 September 2006 17.36, Dmitry Suzdalev wrote:
> On Thursday 07 September 2006 16:43, Inge Wallin wrote:
> > Heh, this is the one thing that I had already done.
> >
> :-) Than I done that again :-). Tested my programming skill, you know ;).
>
> Btw, I think now I should call myself maintainer of kreversi, as it
> contains a lot of my code which I (surprisingly) happen to know :).
> I hope you don't mind? ;)
Well, writing code doesn't make you the maintainer, but asking me nicely
might. :-)
Seriously, sure you are from now on the kreversi maintainer.
> > The engine was totally
> > decoupled from the view and only communicated through signals and slots.
> > Actually I don't think you can talk about a graphical engine at all,
> > since the engine is the AI, at least that's the terminology that is used
> > in most chess programming and other similar games.
>
> Yes, you're right here. I used wrong terminology. Ah, let's just forget
> it :-).
Well, I won't hold it against you, but I think we should use the same
terminology as the rest of the game programming world.
> Btw, Inge, while you're here I'll ask a couple of questions :).
>
> First is: is it really necessary to bring "casual" vs "competitive" mode
> visible to user? I mean is the "casual" one really needed? Do you have some
> info regarding whether it was used by players?
>
> I think that lowest strength makes it quite possible to win even for novice
> player.
I have no feedback about it, but it was implemented due to a user requesting
it. I'm not really sure that the feature is good, but at least it makes for
a little more varied game.
> For now I silently call computeMove with "competitive" set to true and
> there's no chance for end-user to change that in a GUI.
> Or you do think I need to make some corresponding option?
I think you should do as you like. I can agree with some people when they say
that KDE has too many options. This is definitely such a case.
> Second is: currently it is impossible to swap sides. I.e. human is always
> playing "black" and computer is always "white".
> Well, that's probably my fault - I didn't notice this option from the
> beginning and wrote the game with "human plays black and makes first turn"
> hardcoded in my mind :).
> Of course, that can be adjusted, but currently it'll require me to find all
> places where I relied on that hardcoded thing and make them more general.
> Can this wait for some time?
> In other words: do you consider "swappable sides" feature a major and
> important one?
I didn't implement that feature and I think that playing white by starting a
game as black and then switch sides sucks badly. The right way would be to
implement a "start game" dialog where the user chooses if a human or an
engine (and which strength) play each side.
You could get some inspiration from the very nice gnome program Quarry. I
really think you should download it and see how they do it. It's at
http://home.gna.org/quarry/.
-Inge
--
Inge Wallin | Thus spake the master programmer: |
| "After three days without programming, |
inge at lysator.liu.se | life becomes meaningless." |
| Geoffrey James: The Tao of Programming. |
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