Parlor Design -*- mode: outline -*- * Notes * Overview The Parlor package intends to provide a framework that supports the implementation of simple networked games. These may be turn based, puzzle, party, or other types of games that involve one or more players acting out a fairly uncomplicated game mechanic. It builds upon the Cocktail package also provided by the platform. The Cocktail package is used to provide a basic network environment where clients can share information with the server and with one another. It allows the Parlor services to largely concentrate on requirements specific to implementing simple online games. The services provided are divided into the following components: ** Game configuration and creation Games are likely to have a variety of configuration options that need be negotiated before the game starts and then communicated to the game management code. Additionally, players must be brought together via some sort of matchmaking mechanism that is apporpriate for the particular game. This component aims to provide the following services: - A simple invitation mechanism: one player invites another to play a game. - A table-based matchmaking mechanism: one player creates a table with a game configured in a specific way and other players "sit down" at that table to join the game. - A room-based, party game creation mechanism: one player configures the game and creates a room in which the game is taking place. Other players enter that room and either enter the game immediately or participate when the next "round" begins. - An extensible game configuration mechanism: an object model and user interface for setting game configuration parameters and communicating them to the game manager. ** Game state management Once the game has begun, a means is needed to share the public game state with the players of the game and to communicate private game state if and when necessary. This component uses the Cocktail distributed object services to share information among the players and provide channels of communication between the game manager and the players. ** Game flow management Many games share a common order of events or flow. Turn based games, for example, tend to progress by each player taking the action appropriate for their turn after which the turn proceeds to the next player. This component aims to extract, as much as possible, the commonalities among game flows and implement them in extensible manager classes that reduce game implementation to the authoring only of code specific to the game in question. ** Rating calculation and tracking Rating calculation and tracking are popular components of most online games. The Parlor services will incorporate hooks for calculating ratings adjustments for players when a game's outcome has been decided and will provide a framework for storing those ratings persistently. ** Player availability management A plague of online gameplay is that any of the players may disconnect from the game server at any time, or simply stop responding. The Parlor services aim to provide common facilities for handling disappeared or unresponsive players in whatever way is most appropriate for each particular game.