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davekp

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Reply with quote  #16 
Database, yes, BUT...

What I'm thinking is that while there are a lot of tech savvy people playing Artemis, there are also some people that just like play the game and aren't up on the under the hood nuts and bolts.

Ideally, new additions would be easy for anyone to use.  So that means simple.

What I was thinking is web interface, simple, easy.  HTML, CSS, Javascript.  But then for a database it could be as simple as reading/writing files.  The files could contain data or they could be as simply as "flag" files, where their very existence means something to the web page(s).

This could make it so that a player would have a non-standard bridge station.  Say a medical station (just as an example).  Then you have a GM that has a series of things setup.  It might work like this:

The crew is alerted to a virus on board.  GM sends a message and sets a flag that the virus is known.
The medical station, seeing the set flag, now shows a virus that can be scanned.
The player scans the virus.  This sets a new flag that the virus has been scanned.

This kind of back and forth would depend on the GM setting up a chain of possible activities ahead of time along with images of things to scan, etc..


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sircastor

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Reply with quote  #17 
Quote:
Originally Posted by davekp
Database, yes, BUT...

What I'm thinking is that while there are a lot of tech savvy people playing Artemis, there are also some people that just like play the game and aren't up on the under the hood nuts and bolts.

Ideally, new additions would be easy for anyone to use.  So that means simple.

What I was thinking is web interface, simple, easy.  HTML, CSS, Javascript.  But then for a database it could be as simple as reading/writing files.  The files could contain data or they could be as simply as "flag" files, where their very existence means something to the web page(s).


HTML5's LocalStorage is a perfect fit for this.

I read previous about running a webserver for these. As near as I can tell, none of them actually need a webserver. They're all running client-side, essentially web apps. If you're not looking for a broadly accessible data (like you would store in a remote database) you could stick it into a LocalStorage object. There could either be a simplistic GM interface on the same screen (setup prior to a game) or if you wanted to get really fancy, you could have the web app open up a websocket connection to a server, and that server could push information to the page. 
davekp

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Reply with quote  #18 
Exactly!  Simple.  Easy.  Even people with little technical know-how could install and run it.
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Anagram

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Reply with quote  #19 
I totally agree that as simple as possible, and easy for non-technical users is an important feature, and I will certainly keep that in mind.

However, localStorage will probably not be a viable option in this case. The only way I could see using localStorage is that the game master would have to go around to each browser and seed (or at least activate) the values appropriate for the scenario (which I see you had suggested, sircastor). Furthermore, no new information or state could be introduced to the client interface without another physical visit from the GM. You would have to predict/enforce all possible outcomes. There also would be no way to synchronize state between clients, although you could still use a "clue-chain treasure hunt" approach to implicitly enforce sequence (i.e., each clue, communicated verbally to the next station as a key which unlocks the next clue).

There certainly are some scenarios where that would suffice, but I am imagining that for many other scenarios, it would be important for the GM to be able to trigger and/or alter flags, states, messages, etc. even in this parallel system. But by definition, localStorage is not shared and therefore not able to be read from or written to, except by the local web browser process. 

So this leaves us with something along the lines of the latter suggestion from sircastor: "have the web app open up a websocket connection to a server, and that server could push information to the page," which is exactly what I had in mind all along for the second phase of the project. And indeed, as one of the important considerations is to provide something that, as davekp said, "Even people with little technical know-how could install and run", I want to test out a few different back-ends to find the formula that comes as close as possible to that ease-of-deployment-and-use goal.


Richard

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Reply with quote  #20 
Quote:
Originally Posted by Anagram
Do you happen to have a URL where I could find a sample of the cargo and crew manifest that is best suited to Artemis?


Unfortunately no, I haven't.
Arkantos

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Reply with quote  #21 
I'm the principal maintainer of IAN. Let me know if you have any questions.

Instead of using RESTful web services, consider WebSockets. They permit a continuous connection instead of having to poll.
RockStar

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Reply with quote  #22 
I am currently working on a telnet listener to fire events. I have the listener working now just trying to figure out how I want to process the events. It's all .NET code and I think in the end it will be a console app for ease of use. More to come....
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lucas99801

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Reply with quote  #23 
Which library would be best for triggering 5v relays based on in game events using a RaspberryPi?  I'm assuming both IAN or node-asbs-lib could work.  I don't have a lot of experience in either language, but i have a feeling I'll pick up on node.js quicker than java.

Eventually I'd like to work into displays, but for starters I'm looking to simply trigger a small relay when say, a player ship is hit or an upgrade/anomaly is picked up.
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Reply with quote  #24 
Lucas: I am not a raspberry pi expert, but these links seems to indicate that GpIO pins are 3.3v: https://www.raspberrypi.org/documentation/usage/gpio/

http://elinux.org/RPi_Low-level_peripherals#GPIO_Code_examples

The second one has some more detail and cautions against mismatches. However, if you have some kind of adapter/converter, it looks like 5v could be done.

As far as library, there do appear to be some nodejs based pi gpio modules out there, so if you're more comfortable with that, go for it.

As a quick'n'dirty, quasi-universal approach, use a regular shell/commandline utility for rpi gpio manipulation from the language of your choice. Most languages you're likely to use have an option named something like call,exec,invoke,system,shell etc that can execute virtually any "commandline". It's not generally "good programming practice" but it might be good enough for some quick, fun prototyping.


Quote:
Originally Posted by lucas99801
Which library would be best for triggering 5v relays based on in game events using a RaspberryPi?  I'm assuming both IAN or node-asbs-lib could work.  I don't have a lot of experience in either language, but i have a feeling I'll pick up on node.js quicker than java.

Eventually I'd like to work into displays, but for starters I'm looking to simply trigger a small relay when say, a player ship is hit or an upgrade/anomaly is picked up.
SpaceDiceman

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Reply with quote  #25 
Any work still happening on this great idea?
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Reply with quote  #26 
@SpaceDiceman, I am indeed (slowly) continuing to work on the "first phase" edition, where it is pure client-side html5/css/js, and runs completely stand-alone, and "offline". Although I'm not sure that is what you were referring to, since the thread included some other, similar interfaces. Just in case you might be interested, I did refresh the demo page with progress since original posting:  http://jrwarwick.github.io/artemis-sbs-ui/

If you want to test it, note the effect is best when you put the browser into full-screen mode (usually F11 key on x86/PC).

I've also spent some time on making it easier to easily switch the interface styling to fit other graphic styles.
e4mafia

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Reply with quote  #27 
Through the dread powers of internet necromancy I revive this thread from the decayed beyond!!!

Has anyone heard anything about this project? Seems pretty damned awesome to me.


Anagram

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Reply with quote  #28 
I have continued to whittle away at this thing, but ever so slowly. My post from June 27th is the current state of affairs; I'm still only in "phase 1". I think the look and feel is a pretty good match (except the sound effects) now. Richard has given me some good ideas for some more "parallel" game elements, and I've put in a beginning on a few of those.

I may dabble in some "phase 3" stuff (limited, but current info from the game server) if I can get IAN working. I am not a java guy, so I am really an extra slow pace there.

What elements or scenarios are of the greatest interest to you, e4mafia? 
e4mafia

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Reply with quote  #29 
The most useful implementation for a "right away" kind of thing would be additional instrumentation, in graphically exciting ways. Things like a fighter jet's MFD showing weapons stores. Things similar to your life support screen, but showing actual in game information, but in more interesting ways than it is shown in game as is.

In general, I'm obsessed with introducing electronic warfare into the game somehow. Hacking, jamming, etc.
Mike Substelny

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Reply with quote  #30 
Quote:
Originally Posted by e4mafia
The most useful implementation for a "right away" kind of thing would be additional instrumentation, in graphically exciting ways. Things like a fighter jet's MFD showing weapons stores. Things similar to your life support screen, but showing actual in game information, but in more interesting ways than it is shown in game as is.

In general, I'm obsessed with introducing electronic warfare into the game somehow. Hacking, jamming, etc.


FWIW at Armada Paul released a mission script that allowed for PvP hacking and jamming. See "The Arena" in this thread.

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