Some proposals about BGA framework
Posted: 25 September 2014, 22:03
Hi, I would like to use this topic to suggest to the admin some possible changes to the framework.
I got some expertise about realtime application and BGA framework because I'm developing a new non-trivial game.
I started with only 2 proposals but I do not exclude that there may be others in the near future.
Better file organization
It's really hard to define all the game mechanics inside 2 file (xxx.game.php and xxx.js). It would be better if I could include some external file, creating indipendent and reusable game components without having a huge single PHP or JS object (with the risk of overwrite methods).
"Hidden" notification
Sometimes I had the need to send some inhomogeneous data to the client through notification and I decided to split in some atomic "single-action" messages (like cardDrown, cardPlayed...) in a way that would allow me to have some generic notification handler on the client detaching game logic from game interface. It would be better if I could send a two type of notification: a single visible full notification (player XXX has drown 1 cards, has played 3 tokens and got 10 score point) ignored by js with only display purpose and some hidden logic notifications that would have been managed only by the js engine. Without this chance I was forced to show a lot of little notification to the players.
Developers, what do you think about this two proposals? Are you agreed with me or I'm totally wrong?
I would like to discuss with you
I got some expertise about realtime application and BGA framework because I'm developing a new non-trivial game.
I started with only 2 proposals but I do not exclude that there may be others in the near future.
Better file organization
It's really hard to define all the game mechanics inside 2 file (xxx.game.php and xxx.js). It would be better if I could include some external file, creating indipendent and reusable game components without having a huge single PHP or JS object (with the risk of overwrite methods).
"Hidden" notification
Sometimes I had the need to send some inhomogeneous data to the client through notification and I decided to split in some atomic "single-action" messages (like cardDrown, cardPlayed...) in a way that would allow me to have some generic notification handler on the client detaching game logic from game interface. It would be better if I could send a two type of notification: a single visible full notification (player XXX has drown 1 cards, has played 3 tokens and got 10 score point) ignored by js with only display purpose and some hidden logic notifications that would have been managed only by the js engine. Without this chance I was forced to show a lot of little notification to the players.
Developers, what do you think about this two proposals? Are you agreed with me or I'm totally wrong?
I would like to discuss with you