Carl Worth [Mon, 11 May 2020 21:50:08 +0000 (14:50 -0700)]
Clarify that at client connection server may give multiple game-state events
This mode is convenient for clients that aren't expecting to jump into
some mid-game state without having transitioned through each state
along the way.
With this change we increment the protocol version to 0.6.
Carl Worth [Sun, 10 May 2020 22:43:44 +0000 (15:43 -0700)]
Update the game-state event and increment protocol to version 0.5
Specifically, we change to lowercase names for the states, and we also
include both the old and new states on each transition. This also
means there is a new "none" state for the initial game-state event.
Carl Worth [Sun, 10 May 2020 16:53:16 +0000 (09:53 -0700)]
Add a version indication to the protocol description
Starting with version 0.3 since there have been a couple of previosu
versions, (but also less than 1.0 since we haven't yet implemented a
functional game).
Carl Worth [Sun, 10 May 2020 16:51:24 +0000 (09:51 -0700)]
Document the new /events API endpoint
This is a server-sent events stream which should be very convenient
for implementing the desired semantics of the game. For example, this
stream will allow the server to push out each character name to all
clients dur the phase of the game where characters are revealed
(without requiring clients to poll for characters nor agree on the
timing for displaying them).
Carl Worth [Sat, 2 May 2020 15:04:31 +0000 (08:04 -0700)]
Specify an initial REST API for playing a game of Empires
This is an initial draft which is hopefully adequate for playing a
game. At this point we haven't implemented this on either client or
server side so we anticipate revisiting this after we implement and
learn any deficiences.
Thanks to Kevin Worth for designing this with me today.
Carl Worth [Sat, 2 May 2020 15:03:13 +0000 (08:03 -0700)]
Initial commit with a README file
Giving a brief introduction to the game of Empires and why we are
motivated to design a client-server API for a party game that normally
requires almost no equipment. (Hint: It's about making this work when
not all players can be physically present in the same space.)