Free WherIGo-Clone #51

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opened 2016-11-16 17:16:57 +01:00 by nik · 6 comments
nik commented 2016-11-16 17:16:57 +01:00 (Migrated from edugit.org)

Created by: Kampfzwerg87

I like geocaching and perhaps some of you do, too!

And my favorites are the wherIGo-Cahes , but geocaching.com is the only platform to host such caches!
And the wherIGo-Builder is the worst game building engine I've ever seen.
I think you can do that much better with Veripeditus.
And from my point of view you are able to build much better games and furthermore it's much easier!

My enhacement:

  1. Perhaps we can find a way to build a free WerIGo-Clone
  2. Some cooperation with the opencaching-platforms to create a new cachetyp based on veripeditus
  3. A method of logging such caches within the game!
*Created by: Kampfzwerg87* I like geocaching and perhaps some of you do, too! And my favorites are the wherIGo-Cahes , but geocaching.com is the only platform to host such caches! And the wherIGo-Builder is the worst game building engine I've ever seen. I think you can do that much better with Veripeditus. And from my point of view you are able to build much better games and furthermore it's much easier! My enhacement: 1. Perhaps we can find a way to build a free WerIGo-Clone 2. Some cooperation with the opencaching-platforms to create a new cachetyp based on veripeditus 3. A method of logging such caches within the game!
nik commented 2016-11-16 17:31:03 +01:00 (Migrated from edugit.org)

#46 is also related to this.

#46 is also related to this.
nik commented 2016-11-16 17:35:21 +01:00 (Migrated from edugit.org)

@Kampfzwerg87 Can you come up with two or three examples of how such a game could work? What would be the entry point, what could you have to do, how would this relate to a geocache (as in logging, etc.)?

It is important to properly draft this instead of just cloning WherIGo.

@Kampfzwerg87 Can you come up with two or three examples of how such a game could work? What would be the entry point, what could you have to do, how would this relate to a geocache (as in logging, etc.)? It is important to properly draft this instead of just cloning WherIGo.
nik commented 2016-12-16 16:36:27 +01:00 (Migrated from edugit.org)

We'd need the draft before planning the 2.0.0 milestone.

We'd need the draft before planning the 2.0.0 milestone.
nik commented 2017-01-09 19:44:14 +01:00 (Migrated from edugit.org)

This feature request will be closed as wontfix on March, 12th when we start the 2.0 cycle due to lack of activity.

This feature request will be closed as wontfix on March, 12th when we start the 2.0 cycle due to lack of activity.
mirabilos commented 2017-01-22 14:22:58 +01:00 (Migrated from edugit.org)

Created by: mirabilos

The ability to load real Wherigo cartridges into the server, even if just to see the hot zones properly in the AR view and have a cross-platform player, would be interesting.

In the end, all that’s needed for that is a way to extract the resources from the cartridge and run the 32-bit big-endian (here’s why) Lua object code; ideally, with a pure Python interpreter, which could be adjusted to always expect 32-bit big-endian Lua code but run it also on 64-bit and/or little-endian platforms.

If done carefully, there could even be cartridges that can pass for official (work on all other clients) but have extra features (such as 3D objects being rendered) in Veripeditus (much like the GameBoy Colour cartridges worked) by piggybacking them onto other game resources (such as, appending the 3D structure as “image comment” into/after a 2D picture used by other players), iff there’s a Free way to create such cartridges (which we’d probably need for testing anyway).

Gameplay is likely to be per-player, as objects in Wherigo are positioned by the cartridge after some “calibrating” done by the player running around (but they are situated on geopositions after that). I am not sure whether the current infrastructure allows for per-player objects and NPCs, but if this feature (well, “game” from the PoV of the Veripeditus framework, just a game that has cartridges by itself) can work for single-player hosts, there could already be net win.


As for linking to actual caches — in Wherigo, you only get a logging code and optional cartridge-dependent data — with cooperation by e.g. Opencaching, this could be done with modified cartridges (also return coordinates (for physical caches) or a passcode (for virtual caches… although the Wherigo cartridge is already a virtual cache, so I’m not convinced this is necessary) or a set of A=1 B=3 C=2 key/value pairs for a follow-up Multi or the (not rare!) play-anywhere cartridges whose solutions can be used to do multiple physical caches, along with annotations (extra metadata) on the cache site to map that to cache information).

I however see this as a second step, which depends on first having the two (nominally independent) projects “Veripeditus game that plays Wherigo cartridges” and “Veripeditus game that implements OKAPI and doubles as a geocaching application” done, which by themselves are not without complications either, so let’s not talk about this much before the prerequisites are there.

*Created by: mirabilos* The ability to load real Wherigo cartridges into the server, even if just to see the hot zones properly in the AR view and have a cross-platform player, would be interesting. In the end, all that’s needed for that is a way to extract the resources from the cartridge and run the 32-bit big-endian ([here’s why](http://stackoverflow.com/q/18926014/2171120)) Lua object code; ideally, with a pure Python interpreter, which could be adjusted to always expect 32-bit big-endian Lua code but run it also on 64-bit and/or little-endian platforms. If done carefully, there could even be cartridges that can pass for official (work on all other clients) but have extra features (such as 3D objects being rendered) in Veripeditus (much like the GameBoy Colour cartridges worked) by piggybacking them onto other game resources (such as, appending the 3D structure as “image comment” into/after a 2D picture used by other players), iff there’s a Free way to create such cartridges (which we’d probably need for testing anyway). Gameplay is likely to be per-player, as objects in Wherigo are positioned by the cartridge after some “calibrating” done by the player running around (but they are situated on geopositions after that). I am not sure whether the current infrastructure allows for per-player objects and NPCs, but if this feature (well, “game” from the PoV of the Veripeditus framework, just a game that has cartridges by itself) can work for single-player hosts, there could already be net win. ---- As for linking to actual caches — in Wherigo, you only get a logging code and optional cartridge-dependent data — with cooperation by e.g. Opencaching, this could be done with modified cartridges (also return coordinates (for physical caches) or a passcode (for virtual caches… although the Wherigo cartridge is already a virtual cache, so I’m not convinced this is necessary) or a set of A=1 B=3 C=2 key/value pairs for a follow-up Multi or the (not rare!) play-anywhere cartridges whose solutions can be used to do multiple physical caches, along with annotations (extra metadata) on the cache site to map that to cache information). I however see this as a second step, which depends on first having the two (nominally independent) projects “Veripeditus game that plays Wherigo cartridges” and “Veripeditus game that implements OKAPI and doubles as a geocaching application” done, which by themselves are not without complications either, so let’s not talk about this much before the prerequisites are there.
nik commented 2017-01-22 14:40:08 +01:00 (Migrated from edugit.org)

@mirabilos, I think the idea of this was a new alternative software in
the style of WherIGo.

Could you please open a new issue with the idea of loading existing
WherIGo cartridges?

@mirabilos, I think the idea of this was a new alternative software in the style of WherIGo. Could you please open a new issue with the idea of loading *existing* WherIGo cartridges?
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