You must provide copyright attribution in the edit summary accompanying your translation by providing an interlanguage link to the source of your translation.If possible, verify the text with references provided in the foreign-language article. Do not translate text that appears unreliable or low-quality.Consider adding a topic to this template: there are already 9,060 articles in the main category, and specifying |topic= will aid in categorization.Machine translation, like DeepL or Google Translate, is a useful starting point for translations, but translators must revise errors as necessary and confirm that the translation is accurate, rather than simply copy-pasting machine-translated text into the English Wikipedia.View a machine-translated version of the German article.During a reload/undo I’ll skip processing the animation timeline. As events (or the states) update the model, they will add little animations to the animation timeline which will get executed in order. I’ll use the same code for an animation timeline. Events do the animation when they are done and can force a delay before the next event will be processed. When players act, events are added to the timeline and executed in order. I’m not sure what the solution is, but I think that in my next game I’m going to try creating a separate animation timeline. So the event system will ask the state to animate what just happened, but that means that I need to keep track of all the states that were pushed/popped to the state stack during an event so that they can each animate. I’ve been using a state machine for most of the game logic, while the animation code is part of the event system.To do animation separate from model updates, I often have to store a bunch of information so that I can animate what happened.And since the draw functions just draw the model as-is, if I call draw too soon, the GUI will be updated to new values/state before the animation is complete. Because the game logic is all separate from animation, when the player does something, the game model is updated immediately. I have to be very careful about when things get drawn.the draw functions are easy because they just draw the game state as it is.animations are separate from the game logic so that during loading/undo I can easily skip all animation.The system that I use has significant advantages: I’ve been unhappy with how I do animations for the past year. The part of this conversion that I am least happy with is the animation. This involves a lot of counting to find the base strength and the maximum strength with batteries for each ship. There is an adventure card called the “combat zone” where players compare an aspect of their ship with each other. The second big advantage is that the strength of each aspect of player’s ships is always displayed. The tiles all need shuffled and arranged face down between each round and setting up the adventure deck isn’t trivial. There are a lot of tiles, astronauts, cargo, battery markers, etc. One is how quick it is to setup and tear down. All this works pretty well and it still feels like you are building a ship.Ī couple things make this game better to play on the table. When a tile is put back in the center, any player can drag it over to their board. Drawing or grabbing a new tiles returns the old one. The button to draw a new tile can only be pressed every couple seconds to simulate the time it takes to reach out, get a tile and put it back. I implemented this with a button for each player to draw a new tile, dragging the tile into position, and tapping to rotate it. This is a very physical experience and is done quickly because the players are racing against each other to build their ships. In the physical game, players pull face-down square tiles from the center, flip them over to reveal the tile, then add them to their ship by orienting them and matching existing connectors, or return them to the center. When considering this game for conversion, my main concern was the ship building. I think that the ship building works well I feel like the graphics are some of my best and the computer version saves a lot of time in setup. I’m pretty happy with how the game turned out. I haven’t done a line of code count, but I’m up to 160 hours on the game. Most of the “new tech” tiles were OK, but hyperspace added a lot of complexity. The adventure cards were more difficult that I expected them to be. Conversely, I underestimated the difficulty of everything else. I’d expected the ship building part of the game to be difficult, but it came together quite quickly. Galaxy trucker was fairly fun to implement. I’m still planning to do at least some of the Rough Roads expansion. I’ve completed the base game and a few of the expansions (new tech tiles, five players, and side B ship hulls). I’ve been working on a touch table conversion of Galaxy Trucker since October.
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