The game I'm working on, Mottainai, has a flow similar to Race for the Galaxy.
On a turn you can "build" a card by "paying" for it from your hand.
The player needs to provide me with several pieces of information before I'm willing to reveal the results to the other players:
1) Which build type they wish to make.
2) Which card they wish to build.
3) Which cards they wish to use as payment.
It makes sense to me to do all these things on the client-side, only sending the full action to the server after the player made all the choices.
However, I have a few questions:
1) RFTG (from what I can gleam from its client-side implementation) involves the server somehow, but I'm not sure how. Apparently you first pick a card, then get a notification from the server regarding how much you need to pay. How is that implemented without informing the other players of a state change?
2) If I wish to implement everything in the client side, I would like to update the status bar with new text and buttons after each step, but in the BGA this seems "reserved" to the game state mechanism. Is it OK to force different values to appear in it?
On a turn you can "build" a card by "paying" for it from your hand.
The player needs to provide me with several pieces of information before I'm willing to reveal the results to the other players:
1) Which build type they wish to make.
2) Which card they wish to build.
3) Which cards they wish to use as payment.
It makes sense to me to do all these things on the client-side, only sending the full action to the server after the player made all the choices.
However, I have a few questions:
1) RFTG (from what I can gleam from its client-side implementation) involves the server somehow, but I'm not sure how. Apparently you first pick a card, then get a notification from the server regarding how much you need to pay. How is that implemented without informing the other players of a state change?
2) If I wish to implement everything in the client side, I would like to update the status bar with new text and buttons after each step, but in the BGA this seems "reserved" to the game state mechanism. Is it OK to force different values to appear in it?