Thread

MonopolyBot (Sdk)

MonopolyBot // Sdk

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dean

Dec 11, 1998, 4:46am
Hey, when's a monopolybot gonna be made? ;-)

walter knupe

Dec 11, 1998, 3:44pm
I like that Idea.. have someone in AWGames design a nice board for it and i
could give it
a try :)

Walter

dean schrieb in Nachricht <3670BFE2.70775183 at hotmail.com>...
>Hey, when's a monopolybot gonna be made? ;-)
>

dean

Dec 11, 1998, 4:58pm
well, the size board I was thinking of would be with squares at least five to
ten meters each, I don't have any world big enough for a board that sized. A
board any smaller might have rendering difficulties due to the amount of
textures needed.

However, if each square is done with signs instead (which I think it would not
look nearly as attractive, though), it might be doable at a smaller scale.

I would love to see it done. Anybody want to make some Monopoly avatars? :-)


[View Quote] > I like that Idea.. have someone in AWGames design a nice board for it and i
> could give it
> a try :)
>
> Walter
>
> dean schrieb in Nachricht <3670BFE2.70775183 at hotmail.com>...

roland vilett

Dec 11, 1998, 5:38pm
I too would like to see a Monopoly implementation. Too cool!

I question whether the amount of textures required would cause "rendering
difficulties"...how many squares are there on a Monopoly board? 50 or so?
At one texture per square, that's not any more textures than you would
encounter in a typical complex AW environment these days.

Remember, signs are textures as well, just generated on the fly instead of
downloaded from the object path. 50 signs or 50 textures, they both take
the same amount of RAM and CPU to render.

An interesting question is how to handle money...would you actually make
Monopoly Money objects that you pass around and pile up on your side of the
board, or would you settle for a simpler implementation where perhaps the
bot just displays your current net worth on a sign next to the board?

-Roland

[View Quote]

ima genius

Dec 11, 1998, 6:40pm
We could do it in AWGames world :)
- Ima

dean <challagar at hotmail.com> wrote in article
<36716B4A.9D5C6775 at hotmail.com>...
> well, the size board I was thinking of would be with squares at least
five to
> ten meters each, I don't have any world big enough for a board that
sized. A
> board any smaller might have rendering difficulties due to the amount of
> textures needed.
>
> However, if each square is done with signs instead (which I think it
would not
> look nearly as attractive, though), it might be doable at a smaller
scale.
>
> I would love to see it done. Anybody want to make some Monopoly avatars?
:-)
>
>
[View Quote]

edward sumerfield

Dec 11, 1998, 6:56pm
<!doctype html public "-//w3c//dtd html 4.0 transitional//en">
<html>
Make the board vertical so that people don't have to fly and look down.
You could also curve it so that an auditorium could be built at a focal
point. Using this plan you could make any bot games dynamically build a
board around an auditorium when they are started.
[View Quote]

dean

Dec 11, 1998, 7:36pm
Well, since you put it that way, I guess I had better get started scanning my
monopoly board, haha. :-)

[View Quote] > I too would like to see a Monopoly implementation. Too cool!
>
> I question whether the amount of textures required would cause "rendering
> difficulties"...how many squares are there on a Monopoly board? 50 or so?
> At one texture per square, that's not any more textures than you would
> encounter in a typical complex AW environment these days.
>
> Remember, signs are textures as well, just generated on the fly instead of
> downloaded from the object path. 50 signs or 50 textures, they both take
> the same amount of RAM and CPU to render.
>
> An interesting question is how to handle money...would you actually make
> Monopoly Money objects that you pass around and pile up on your side of the
> board, or would you settle for a simpler implementation where perhaps the
> bot just displays your current net worth on a sign next to the board?
>
> -Roland
>
[View Quote]

dean

Dec 12, 1998, 12:30am
I have gotten pretty far along in scanning my monopoly board and will
probably have the textures ready to zip up and be placed on a server for
who ever volunteers to make the board to use. I have about 10 more
game squares to go.

However, I cannot scan the center part of the board because it will not
fit on my flat bed. Does anybody have a monopoly board and a
scanner big enough to scan the center part of the monopoly board? Or
is there an artist who could make it?

After we have gotten done with Monopoly we can start planning on making
a Triopoly game. It is the modern version of monopoly that has 3 levels
of game play.

Just kidding, Triopoly has not caught on nationwide yet, so it would be
hard to play a game you have never heard of. Anyways, it would be
cool.

[View Quote] > Hey, when's a monopolybot gonna be made? ;-)

dean

Dec 12, 1998, 1:46am
correction, I still have to do the property, chance, and community chest
cards.

[View Quote] > I have gotten pretty far along in scanning my monopoly board and will
> probably have the textures ready to zip up and be placed on a server for
> who ever volunteers to make the board to use. I have about 10 more
> game squares to go.
>
> However, I cannot scan the center part of the board because it will not
> fit on my flat bed. Does anybody have a monopoly board and a
> scanner big enough to scan the center part of the monopoly board? Or
> is there an artist who could make it?
>
> After we have gotten done with Monopoly we can start planning on making
> a Triopoly game. It is the modern version of monopoly that has 3 levels
> of game play.
>
> Just kidding, Triopoly has not caught on nationwide yet, so it would be
> hard to play a game you have never heard of. Anyways, it would be
> cool.
>
[View Quote]

walter knupe

Dec 12, 1998, 10:38am
Those are not needed. Their text, yes, but not scanned in.

Those events would be best served by the bot reading it out loud.

Walter



dean schrieb in Nachricht <3671E714.9B76E349 at hotmail.com>...
>correction, I still have to do the property, chance, and community chest
>cards.

josh

Dec 12, 1998, 1:44pm
And maybe sign hnaging up in the center with each property listed and a name
next to it of who owns that property,
What about houses, andhotels, and rent? how will one go about taking care of
those?

[View Quote] > Those are not needed. Their text, yes, but not scanned in.
>
> Those events would be best served by the bot reading it out loud.
>
> Walter
>
> dean schrieb in Nachricht <3671E714.9B76E349 at hotmail.com>...

canopus

Dec 12, 1998, 5:42pm
In Monopoly, one player is the Banker, I think, and players buy houses, hotels,
etc., from the Bank. If these are all objects, and the property squares are
likewise objects, then one option is to have the Banker be the object-owner for
the houses, hotels, property squares, and the four player sides of the board,
too, where goldbar objects can represent a player's money. The Banker's
(invisible) bot can then create, move, and delete all game objects; and.to show
which player "owns" a property, the bot can inscribe the player's name on the
object as its Description. To see who owns a property, you just pass your mouse
cursor over it. When money changes hands, the bot changes the goldbar object's
Description, and moves the goldbar object to the player's side of the board.
When the bank sells a house or hotel, the bot moves the player's goldbar object
into the Bank, erasing the Description, and moves the house or hotel object onto
the player's property, putting the player's name into the house or hotel's
Description.

[View Quote] > And maybe sign hnaging up in the center with each property listed and a name
> next to it of who owns that property,
> What about houses, andhotels, and rent? how will one go about taking care of
> those?
>
[View Quote]

dean

Dec 12, 1998, 7:35pm
Why not have a standing card object that the bot can place in the players lot
when he buys it and another object representing mortgaged property and other
objects representing houses and hotels? I know these things can be done by
just using an announcer or using text signs, but there needs to be a strong
use of aesthetic imagery, not just a text based solution. The use of
aesthetics, or the lack thereof, can make or break a game.

Why do you think Windows has caught on so quickly versus Mac or DOS? Mac
can do some good stuff, but its aesthetic appeal is pitiful. And I never
could see the attraction of DOS except by the no-nonsense crowd.



[View Quote] > Those are not needed. Their text, yes, but not scanned in.
>
> Those events would be best served by the bot reading it out loud.
>
> Walter
>
> dean schrieb in Nachricht <3671E714.9B76E349 at hotmail.com>...

josh

Dec 12, 1998, 11:11pm
Just realised we wont be able to use the name or any of th emonopoly artwork :/
you think Hasbro is gonna let us use their stuff? so I think we should design our
own game
Biopoly
j/k anyway we need to think of our own game name, and make all new art work and
we can't use the 4 corners either so myabe a hexagon or octagon board woyld be
cool :)

[View Quote] > Why not have a standing card object that the bot can place in the players lot
> when he buys it and another object representing mortgaged property and other
> objects representing houses and hotels? I know these things can be done by
> just using an announcer or using text signs, but there needs to be a strong
> use of aesthetic imagery, not just a text based solution. The use of
> aesthetics, or the lack thereof, can make or break a game.
>
> Why do you think Windows has caught on so quickly versus Mac or DOS? Mac
> can do some good stuff, but its aesthetic appeal is pitiful. And I never
> could see the attraction of DOS except by the no-nonsense crowd.
>
[View Quote]

dean

Dec 13, 1998, 1:05am
How hard can it be to write to hasbro and ask for permission?
If no one else will, I will.

[View Quote] > Just realised we wont be able to use the name or any of th emonopoly artwork :/
> you think Hasbro is gonna let us use their stuff? so I think we should design our
> own game
> Biopoly
> j/k anyway we need to think of our own game name, and make all new art work and
> we can't use the 4 corners either so myabe a hexagon or octagon board woyld be
> cool :)
>
[View Quote]

josh

Dec 13, 1998, 1:14am
Most likely you will get denied...
DOn't think they are much interested in a game in Active Worlds that still wont be as
functional as their cd-rom

[View Quote] > How hard can it be to write to hasbro and ask for permission?
> If no one else will, I will.
>
[View Quote]

dean

Dec 13, 1998, 3:21am
We wil not be asking for a profit and besides it will give their board game free
publicity.
Besides, one will never know unless one does.

[View Quote] > Most likely you will get denied...
> DOn't think they are much interested in a game in Active Worlds that still wont be as
> functional as their cd-rom
>
[View Quote]

facter

Dec 13, 1998, 3:59pm
man, you would be surprised what companies can say "yes" to when the words " free
advertising" come into play. . . ..

[View Quote] > Most likely you will get denied...
> DOn't think they are much interested in a game in Active Worlds that still wont be as
> functional as their cd-rom
>
[View Quote]

josh

Dec 13, 1998, 4:20pm
true :) bet they want a sign saying "© blah bkah blah Has bro blah blah blah blah" :)

[View Quote] > man, you would be surprised what companies can say "yes" to when the words " free
> advertising" come into play. . . ..
>
[View Quote]

rolu

Dec 14, 1998, 7:36am
Wouldn't be a big problem, I bet :-)

[View Quote]

roland vilett

Dec 14, 1998, 7:29pm
In my experience, there is virtually no chance that asking Hasbro for
permission will generate a "sure, go right ahead" response, no matter what
promises of free publicity, etc. are made. You will get one of three
responses:

1. no response at all
2. A "thanks for your interest, but Hasbro has a strict policy regarding the
use of the Monopoly name and artwork...blah blah blah" response. In other
words, "no."
3. A "we are interested" response, but which will ultimately require the
signing of substantial legal documents giving all rights and control to
Hasbro before they gave the go ahead. It would be one thing if there was a
commercial entity (such as COF, if we had the time) that could handle the
other side, but I don't see any way that Hasbro could deal in this respect
with a loosely knit group of volunteers...

If it were me, I would probably just go ahead and start doing it
anyway...and assume Hasbro won't even notice. If they do notice and
complain, you just shut it down, and start replacing it with non-Monopoly
artwork and remove all references to Monopoly-specific stuff from the game.

If you are lucky, they won't notice until the game is finished and running
and people are using it and having a great time. This is the best possible
outcome - because if it the implementation is complete and compelling, then
Hasbro can see the finished product and then be much more easy to convince
that it is in their interest to promote rather than suppress the
project...assuming of course that it doesn't somehow compete with other
online Monopoly implementations that Hasbro might already be involved with.

-Roland

[View Quote]

drchandra

Jan 8, 1999, 6:33pm
Oh please please please: Make the board big enough for a normal sized av to
stand on. That way we can walk around the board, watching where the bot
which is our gamepiece move from place to place. Make the houses real life
sized, too.

Hey, why not make another version of this which can be used with any
property? Players load their favorite places into the bot which become the
properties. The bot assigns random values to each property. While the game
is running, the bot decides whose turn it is, and rolls the dice. Then it
teleports to the property that is that many moves down its list. All the
game players join the bot, and the player whose turn it is get to decide if
they want to "buy" that property. Instead of Boardwalk, we could "buy"
Wascally Wabbit's Amusement Park. We could also have the bot automatically
use ground zero as one of the places, so people gradually find out about the
game. The game plays continuously, and announces winners every half hour.
Perhaps some sort of uction could take place at each poperty location, and
eventually, the auction results could be used to determine the basic value
of each location. That way, having a high monopoly game value for your
location could go into the consideration of a Cy award. This also acts as a
tourguide.

Drchandra/PK-37
--
Andrew C. Esh mailto:andrew_esh at cnt.com
http://www.mtn.org/~andrewes - ACE Home Page


[View Quote]

rjinswand

Jan 12, 1999, 8:58am
[View Quote]
In other words: "Sorry, but we got the monopoly on Monopoly. Oh that'll
be $400 rent please."

Rjinswand

drchandra

Jan 13, 1999, 2:33pm
This is exactly why I suggested developing a game that is loosely based on
Monopoly, but it really just buying and selling property in AW (multiple
worlds). We don't have to have the same rules. We don't need any artwork.
The players themselves are the game pieces. The bot is the bank, real estate
agent, and auctioneer. This is about as tough as a trivia bot. Want to prime
the bot's cache of locations? Give it the contents of the AW Yellow Pages.

DrChandra/PK-37
--
Andrew C. Esh mailto:andrew_esh at cnt.com
http://www.mtn.org/~andrewes - ACE Home Page


[View Quote]

dean

Jan 13, 1999, 4:18pm
Okay, I think this might be a workable solution. We can base the monopolies on
currently existing major established worlds and the property on them.

For example, we can say one monopoly is Mars and the properties included on it
are some of the sites that you would visit if you went to Mars.

Not all the worlds have to be COF worlds, but should at least be some well
established worlds with some appeal to them (no private or test worlds or worlds
like Bubba's place--well, you get the idea)
Perhaps we can use the worlds that portals at the AWGate for starters and add
others as the game becomes more popular.

The properties could be public places (not So-And-So's House) like a library,
mall, tavern, park, etc., etc. It might not be a good idea, either, to
include promotional worlds, because of copyright issues and that they might not
be there for years to come. I suggest mainly using worlds that are mainstays
in the community such as worlds that have been around for a long time and worlds
run by community organizations.

However we do it, we should make the rules adjustable to adding new worlds and
dropping old worlds that no longer exist for a length of time. We could also
make clear guidelines for worlds to be admitted to the game that so the game is
not over run with worlds and some world owners/caretakers will not be able to
claim that the game officials were using partiality or were unfair in their
decisions.

Some of the guidelines could be:

1. Only one world per owner with the exception of community organization worlds
such as AWU or AWCC, etc.). and COF worlds.

2. Only worlds that a) have been in existence for two years or more or b) belong
to a community organization. [b refers to all worlds ineligible by rule a]
(Rule A helps to create stable game component, otherwise you would have worlds
dropping in and out of the game constantly)

3. The number of worlds allowed at a given time must be a set number.
Applications will not be accepted unless there is a space available. The
number of worlds at any given time should be sufficient enough to include all
major worlds, plus some minor worlds.

4. Worlds based on holidays, such as Oct. 31 and Dec25 may be included for only
as long as the duration of the season it represents.

If this way is too much and there is difficulty finding people who will keep the
game current, then
we can just use COF worlds and a few other major worlds depending on the worlds'
stability.

I would like to do something like this, but I already have too many other things
going on at the moment in both RL and VR, such as college, textures web page,
web forum. Also, I don't have knowledge of bots and so forth.

[View Quote] > This is exactly why I suggested developing a game that is loosely based on
> Monopoly, but it really just buying and selling property in AW (multiple
> worlds). We don't have to have the same rules. We don't need any artwork.
> The players themselves are the game pieces. The bot is the bank, real estate
> agent, and auctioneer. This is about as tough as a trivia bot. Want to prime
> the bot's cache of locations? Give it the contents of the AW Yellow Pages.
>
> DrChandra/PK-37
> --
> Andrew C. Esh mailto:andrew_esh at cnt.com
> http://www.mtn.org/~andrewes - ACE Home Page
>
[View Quote]

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