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Re: Possible Idea For a Sem Web Based Game?

From: mike amundsen <mamund@yahoo.com>
Date: Sat, 20 Nov 2010 21:06:46 -0500
Message-ID: <AANLkTi=zqrpdsCSpHifd=iGnNRB+M=XV9WwAYSogfS0+@mail.gmail.com>
To: Melvin Carvalho <melvincarvalho@gmail.com>
Cc: Toby Inkster <tai@g5n.co.uk>, Semantic Web <semantic-web@w3.org>, Linked Data community <public-lod@w3.org>

I'd very much like to work on a shared ontology. And yes, changing the
data to include real places has come up w/ some other folks who have
implemented test clients for this server.

I've also worked out that basics of additional features (not exposed
in this public version) including:
- objects that can be found in each room
- "treasure" that can be accumulated

Some additional items that are on my "drawing board" but are not yet
working well are:
- "monsters" that require "battle" (using objects|tool already acquired)
- "purchase" of supplies, objects, etc. (using the treasure already accumulated)

Of course, moving away from 2D is also an important step. I have built
maps that include the four simple map directions + up & down, but have
not yet completed an engine that randomly generates these "cubes."

Finally, I also have some state-handling built-into the server
including "life" values and other variables that are tracked to
individual players, etc.

Many pieces lying about, quite a bit of assembly required at this
point<g>. This has been sitting dormant for a few months and I am
looking forward to picking it back up again.

Let me know how I can contribute and I'd be happy to so what I can.


#RESTFest 2010

On Sat, Nov 20, 2010 at 18:09, Melvin Carvalho <melvincarvalho@gmail.com> wrote:
> On 20 November 2010 21:06, mike amundsen <mamund@yahoo.com> wrote:
>> FWIW, earlier this year I implemented a simple Hypermedia maze game:
>> http://amundsen.com/examples/mazes/2d/
>> The was done as part of an exercise to implement "bots" that can read
>> hypermedia and successfully navigate a 2D "perfect" maze.
>> The current version supports a ;simple hypermedia XML format
>> (application/xml) and an XHTML format. If you view these links /w a
>> browser, you'll get a very basic UI.
>> I'd be most interested in successfully implementing this same 2D maze
>> using RDF (any flavor including RDFa, n3, etc.).
> Looks cool!
> Maybe we can work out an ontology to handle both game scenarios.
> Did you ever think about importing data from openstreetmap to create
> real world mazes?
>> The code is implemented in C# and I'm happy to share it for anyone
>> interested, too. I don't have any meaning docs at this point, but
>> would be happy to spend the time to make it more accessible to anyone
>> who wishes to implement clients against this server.
>> mca
>> http://amundsen.com/blog/
>> http://twitter.com@mamund
>> http://mamund.com/foaf.rdf#me
>> #RESTFest 2010
>> http://rest-fest.googlecode.com
>> On Sat, Nov 20, 2010 at 14:13, Toby Inkster <tai@g5n.co.uk> wrote:
>>> On Sat, 20 Nov 2010 18:28:24 +0100
>>> Melvin Carvalho <melvincarvalho@gmail.com> wrote:
>>>> 1.  Would each 'location' be a document or a resource?  Web of
>>>> Documents vs Web of Resources?
>>>> 2.  Could we use foaf:image and dcterms:desc for the game pages?
>>>> 3.  How would you model the link on each page?
>>> Sounds like a pretty awesome idea. I'd personally model it like this:
>>>        <#node1>
>>>                a game:Node ;
>>>                foaf:name "Dark Cave" ;
>>>                foaf:depiction <...> ;
>>>                dcterms:description "..." .
>>> I'd say that game:Node is not disjoint with foaf:Document. That gives
>>> you flexibility - in some cases a node might be a page, and in other
>>> cases you might have several nodes described on the same page.
>>> Links to other places could be accomplished using:
>>>        <#node1>
>>>                game:north <#node2> ;
>>>                game:south <otherdoc.xhtml#wasteland> ;
>>>                game:east <http://example.net/game#node9> .
>>> The description itself would have more detailed descriptions of the
>>> directions like "To the south lies a desolate wasteland.". Directions
>>> you'd want would probably be eight compass, points plus "up", "down",
>>> "inside", "outside".
>>> Each node should probably also have co-ordinates (not in WGS84, but a
>>> made-up co-ordinate system), along the lines of:
>>>        <#node1>
>>>                game:latitude 123 ;
>>>                game:longitude -45 .
>>> This would not be used for gameplay, but to aid authoring new nodes.
>>> You'd want to have your "north" triple link to a node that you could
>>> plausibly reach by going a short distance north.
>>>> I'm not sure how the rendering would work, but perhaps it's easy
>>>> enough in RDFa once we have a model.
>>> I'd be happy to mock-up an interface - perhaps tonight!
>>> --
>>> Toby A Inkster
>>> <mailto:mail@tobyinkster.co.uk>
>>> <http://tobyinkster.co.uk>
Received on Sunday, 21 November 2010 02:07:21 UTC

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