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Unusual turn structures
  • Rather than trying to define abstractions for turns and rounds, maybe you could implement the game state (and possibly individual players) as a finite state machine.

    In this model, the way you set up the states and transitions for a particular game will capture its idiosyncracies in turn and round order.

  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)LI
    lichengeese @beehaw.org
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    Comments 3