- From: mike amundsen <mamund@yahoo.com>
- Date: Sat, 20 Nov 2010 21:06:46 -0500
- 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>
Melvin: 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. 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 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 02:09:12 UTC