Maybe next week Chris, You, Joe, I and anyone else interested in doing
some JS dev could come together and figure out how to attack this ?
Mike
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Joe, would you be interested in helping David with the multi-gamemode
stuff since I think you're a java script mastah ?
I'll dig around and see if i can make any progress on display of #moves
from solved and maybe expanding the reward sequence library.
Does anyone have a picture of what the numbering scheme of the facets is ?
M
On 9/25/11 6:42 PM, David Sunderland wrote:
> Hey all,
>
> http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine
> grooviks-hackers@googlegroups.__com
> <mailto:grooviks...@googlegroups.com>.
> To unsubscribe from this group, send email to
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> <mailto:grooviks-hackers%2Bunsu...@googlegroups.com>.
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> <http://groups.google.com/group/grooviks-hackers?hl=en>.
>
>
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> http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine?ts=__1317001051&updated=__PacsciStateMachine#Client___State
> <http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine?ts=1317001051&updated=PacsciStateMachine#Client_State>
> <http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine?ts=__1317001051&updated=__PacsciStateMachine#Client___State
> <http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine?ts=1317001051&updated=PacsciStateMachine#Client_State>>
>
> In the current revision, I outlined the approach that if a
> player solves
> the cube in single-player mode, they retain control of the cube
> and are
> given the option to restart at a higher difficulty. In multiplayer
> mode, the cube is automatically scrambled after the victory
> sequence,
> but the player(s) may agree to rescramble (all active players
> have to
> agree; if only one player is active, they have the option to
> switch to
> single player). In any case, if a player is running a local
> session and
> all other players become inactive, the local session is promoted
> to the
> main cube.
>
> I'll post the rest of the details later tonight. Is anyone free
> tomorrow night to help me implement this?
>
> -d
>
>
>
>
> On Thu, Sep 22, 2011 at 1:32 PM, David Sunderland
> <sund...@gmail.com <mailto:sund...@gmail.com>
> <mailto:bar...@gmail.com <mailto:bar...@gmail.com>>> wrote:
>
> My inclination is that the cube scrambles only on
> request, or
> when N minutes go by without input from any station.
>
> Alternatively, perhaps it moves to attract mode whenever the
> "select difficulty" is active.
>
> B>
>
>
> On Thu, Sep 22, 2011 at 8:43 AM, Michael Tyka
> <mike...@gmail.com <mailto:mike...@gmail.com>
> <mailto:mike...@gmail.com <mailto:mike...@gmail.com>>> wrote:
>
> David, that is rad! Nice work!
>
> Maybe next week Chris, You, Joe, I and anyone else
> interested in doing some JS dev could come together and
> figure out how to attack this ?
>
> Mike
>
>
>
> On 9/22/11 8:14 AM, David Sunderland wrote:
>
> Hey all,
>
> I mostly wrote up the state machine (single
> player mode,
> three player
> mode, local) on this wiki:
>
> http://code.google.com/p/____grooviks-cube/wiki/____PacsciStateMachine
> <http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine>
> grooviks-hackers@googlegroups.____com
> <mailto:grooviks-hackers@__googlegroups.com
> <mailto:grooviks...@googlegroups.com>>.
>
> To unsubscribe from this group, send email to
>
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> <mailto:grooviks-hackers%252Buns...@googlegroups.com>__>.
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On Monday, September 26, 2011 at 10:50 AM, Michael Tyka wrote:
6pm at victrola sounds great! I'll be there.
Corprew - wanna join us there for chatting about the website ?
On 9/25/11 11:29 PM, David Sunderland wrote:
Okay, I'm not actually going to have time to transfer it over to the
wiki, but I've attached my spreadsheet (see sheet 'ClientState'). I'll
start digging into the server code tomorrow evening. 6:00 at Victrola
on 15th, anyone?
By the way, when/if we do local single-player mode, will that be
entirely on the client side? I imagine that moving the game into the
client would keep the server logic simple, but would be more work in the
short term (i.e. is something we will probably put off from next
weekend's launch).
-d
On Sun, Sep 25, 2011 at 10:44 PM, Michael Tyka <mike...@gmail.com
<mailto:mike...@gmail.com>> wrote:
Thanks for taking the lead on this, David!
Joe, would you be interested in helping David with the multi-gamemode
stuff since I think you're a java script mastah ?
I'll dig around and see if i can make any progress on display of
###moves from solved and maybe expanding the reward sequence library.
I'll post the rest of the details later tonigghht. Is anyone free
tomorrow night to help me implement this?
-d
On Thu, Sep 22, 2011 at 1:32 PM, David Sunderland
<sund...@gmail.com <mailto:sund...@gmail.com>
<mailto:sund...@gmail.com <mailto:sund...@gmail.com>>> wrote:
I think that maybe there are two very different usage
stories here.
On one hand you have the controlled "game" mode, where you
select a
difficulty, we scramble the cube and start a timer then
track your
time a high scores page somewhere if you win. On the other
hand,
you have the cube as a found object: you see a scrambled
ccube, you
walk up to it and try to solve it. These are not mutually
incompatible, but I might be muddling them because even in the
""found object" mode, we want (or, PacSci wants?) the program to kick
people off periodically so that it doesn't get monopolized.
This is
different, however, from a timeout that forces you to start
a new
"game" and rescramble.
I am leaning toward the following:
1) Single player mode picks up the cube wherever it is
currently at.
2) While in single player mode, there iss a button for "start
over",
which take the user to the difficulty selection screen
3) The ""start over" button disappears after you use it, and
doesn't
reappear until the session times out and some other session
takes
control of the cube
4) Three player mode always picks up the cube as is, with some
future provision in the future for rescrambling
One other question to consider: does the victory sequence
scramble
the cube?? One natural progression would be to solve the cube in
progressively increasing difficulties from a single station;
in that
case, maybe rather than dropping back into the home state after
victory, it should go to a "play again?" screen which gives the
winner the option to restart at a higher level of difficulty
without
relinquishing control of the cube.
Thoughts??
-d
On Thu, Sep 22, 2011 at 9:24 AM, Barry Brumitt
<bar...@gmail.com <mailto:bar...@gmail.com>
<mailto:bar...@gmail.com <mailto:bar...@gmail.com>>> wrote:
My inclination is that the cube scrambles only on
rrequest, or
when N minutes go by without input from any station.
Alternatively, perhaps it moves to attract mode whenever the
"select difficulty" is active.
B>
On Thu, Sep 22, 2011 at 8:43 AM, Michael Tyka
<mike...@gmail.com <mailto:mike...@gmail.com>
<mailto:mike...@gmail.com <mailto:mike...@gmail.com>>> wrote:
David, that is rad!! Nice work!
Maybe next week Chris, You, Joe, I and anyone else
interested in doing some JS dev could come together and
figure out how to attack this ?
Mike
On 9/22/11 8:14 AM, David Sunderland wrote:
Hey all,
I mostly wrote up the state machine (single
player mode,
three player
mode, local) on thiis wiki:
http://code.google.com/p/____grooviks-cube/wiki/____PacsciStateMachine
<http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine>
<http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine
<http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine>>
I put up pictures of the screens I imagine
showing to
the user and a
description of the maiin sstate machine, but I haven't
finished specifying
the sequence of states on the client side (I'll
add that
later today).
The main issue I have right now is that it isn't
clear
to me whether,
when the active user(s) walk away and the system
tiimes
out, we should
require the next user to choose a difficulty
level and
>; rescramble the
cube. One possible story is that if the active user
times out, then the
next user(s) only rescrambbles if they start a
game, push
"quit", then
start another game. Thus, a new game (i.e. a newly
scrambled cube) is
started only when the user actively quits the
current
one. Another
possibilittty is that if the cube is already in a
non-solved state, the
difficulty select screen has an option to just start
playing without
scrambling. Thoughts???
I will need help implementing this; in particular, I
probably won't be
able to implement tthhe asynchronous behaviors on the
client end
(timeouts, and showing/hiding buttons based on
changes
in global cube
state). Also, I think we'll need some new
graphhiics for
FFor more options, visit this group at
FFor more options, visit this group at
On Monday, September 26, 2011 at 11:42 AM, Kenneth Jung wrote:
don't think I can make it there today
On Monday, September 26, 2011 at 10:50 AM, Michael Tyka wrote:
6pm at victrola sounds great! I'll be there.
Corprew - wanna join us there for chatting about the website ?
On 9/25/11 11:29 PM, David Sunderland wrote:
Okay, I'm not actually going to have time to transfer it over to the
wiki, but I've attached my spreadsheet (see sheet 'ClientState'). I'll
start digging into the server code tomorrow evening. 6:00 at Victrola
on 15th, anyone?
By the way, when/if we do local single-player mode, will that be
entirely on the client side? I imagine that moving the game into the
client would keep the server logic simple, but would be more work in the
short term (i.e. is something we will probably put off from next
weekend's launch).
-d
On Sun, Sep 25, 2011 at 10:44 PM, Michael Tyka <mike...@gmail.com
<mailto:mike...@gmail.com>> wrote:
Thanks for taking the lead on this, David!
Joe, would you be interested in helping David with the multi-gamemode
stuff since I think you're a java script mastah ?
I'll dig around and see if i can make any progress on display of
####moves from solved and maybe expanding the reward sequence library.
Does anyone have a picture of what the numbering scheme of the
facets is ?
M
On 9/25/11 6:42 PM, David Sunderland wrote:
Hey all,
I put some more work into the state machine design,
incorporating the
screen saver mode that's already present. I haven't completed the
write-up, but the state diagram is up:
http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine?ts=__1317001051&updated=__PacsciStateMachine#Client___State
<http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine?ts=1317001051&updated=PacsciStateMachine#Client_State>
<http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine?ts=__1317001051&updated=__PacsciStateMachine#Client___State
<http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine?ts=1317001051&updated=PacsciStateMachine#Client_State>>
In the current revision, I outlined the approach that if a
pplayer solves
the cube in single-player mode, they retain control of the cube
and are
given the option to restart at a higher difficulty. In multiplayer
mode, the cube is automatically scrambled after the victory
sequence,
but the player(s) may agree to rescramble (all active players
have to
agree; if only one player is active, they have the option to
switch to
single player). In any case, if a player is running a local
session and
all other players become inactive, the local session is promoted
to the
main cube.
I'll post the rest of the details later tonnigghht. Is anyone free
Onee other question to consider: does the victory sequence
scramble
the cube?? One natural progression would be to solve the cube in
progressively increasing difficulties from a single station;
in that
case, maybe rather than dropping back into the home state after
victory, it should go to a "play again?" screen which gives the
winner the option to restart at a higher level of difficulty
without
relinquishing control of the cube.
Thoughts??
-d
On Thu, Sep 22, 2011 at 9:24 AM, Barry Brumitt
<bar...@gmail.com <mailto:bar...@gmail.com>
<mailto:bar...@gmail.com <mailto:bar...@gmail.com>>> wrote:
My inclination is that the cube scrambles only on
rrequest, or
when N minutes go by without input from any station.
Alternatively, perhaps it moves to attract mode whenever the
"select difficulty" is active.
B>
On Thu, Sep 22, 2011 at 8:43 AM, Michael Tyka
<mailto:mike...@gmail.com <mailto:mike...@gmail.com>>> wrote:
David, that is rad!! Nice work!
Maybe next week Chris, You, Joe, I and anyone else
interested in doing some JS dev could come together and
figure out how to attack this ?
Mike
On 9/22/11 8:14 AM, Daviid Sunderland wrote:
Hey all,
I mostly wrote up the state machine (single
player mode,
three player
mode, local) on thiis wiki:
http://code.google.com/p/____grooviks-cube/wiki/____PacsciStateMachine
<http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine>
<http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine
<http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine>>
I put up pictures of the screens I imagine
showing to
the user and a
description of the maiin sstate machine, but I haven't
finished specifying
the sequence of stattes on the client side (I'll
add that
later today).
The main issue I have righht now is that it isn't
clear
to me whether,
when the active user(s) walk away and the system
tiimes
out, we should
require the next user to choose a difficulty
level and
>; rescramble the
cube. One possible story is that if the active user
times out, then the
next user(s) only rescrambbles if they start a
game, push
""quit", then
start another game. Thus, a new game (i.e. a newly
scrambled cube) is
started only when the user actively quits the
current
one. Another
possibilittty is that if the cube is already in a
non-solved state, the
difficullty select screen has an option to just start
playing without
scrambling. Thoughts???
I will need help implementing this; in particular, I
probably won't be
able to implement tthhe asynchronous behaviors on the
client end
(timeouts, and showinng/hiding buttons based on
FFFor more options, visit this group at
I can make it too! See you there at 6 !
On 9/27/11 10:37 AM, David Sunderland wrote:
> Okay, I'll go over to Wann at 6 and grab a table.
>
> -d
>
>
> On Tue, Sep 27, 2011 at 10:29 AM, Matthew McDonald
> <mail.matt...@gmail.com <mailto:mail.matt...@gmail.com>> wrote:
>
> I'd be in!
>
> On Tue, Sep 27, 2011 at 12:48 AM, David Sunderland
> <sund...@gmail.com <mailto:sund...@gmail.com>> wrote:
>
> Does anyone want to go to Wann <http://www.wann-izakaya.com/>
>>>> <http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine?ts=__1317001051&updated=__PacsciStateMachine#Client___State>
>>>> <http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine?ts=1317001051&updated=PacsciStateMachine#Client_State
>>>> <http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine?ts=1317001051&updated=PacsciStateMachine#Client_State>>
>>>> <http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine?ts=__1317001051&updated=__PacsciStateMachine#Client___State
>>>> <http://code.google.com/p/__grooviks-cube/wiki/__PacsciStateMachine?ts=__1317001051&updated=__PacsciStateMachine#Client___State>
>>>> <http://code.google.com/p/grooviks-cube/wiki/PacsciStateMachine?ts=1317001051&updated=PacsciStateMachine#Client_State
>>>> <mailto:grooviks-hackers@googlegroups.____com>
>>>> <mailto:grooviks-hackers@__googlegroups.com
>>>> <http://__googlegroups.com>
>>>> <mailto:grooviks...@googlegroups.com>>.
>>>>
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>>>>
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>>>>
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>>>>
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