kylone wrote:what are the \'proper\' dimensions of the tiles
(and game table while I\'m at it)?
kylone wrote:And it gives me an avenue to the Xbox Live Marketplace, if I actually get a decent product together.
Barticle wrote:I imagine writing the code for the opponent AI (if you have bots) will take some work.
Robert wrote:Personally, I prefer somewhat more rounded edges in the tile design. As you can see from the picture, real tiles do not have sharp rectangular corners. One of the tile designs from your first picture looked much better.
I strongly recommend you at least give the option of Arabic numerals on the "manzu" tiles and English letters on the winds, like here:
kylone wrote:After thinking about it, the AI boils down two two decisions: what do I discard, and do I call that tile or not.
The key is having all the information needed available, without overwhelming the player. I\'m thinking overlays, gently highlighting the tiles that could form sets with the selected tile; holding down a key or button to show the pieces waiting for the set; holding down another button to show the the likely yaku, and what you need to complete each one.
Do you think a mock up game, in 2-d with simple graphics (like the tile icons on this site, for example) would be a better place to start?
Like you said, there\'s not much of a market, but I like to share my hobbies...
Robert wrote:I strongly recommend you at least give the option of Arabic numerals on the "manzu" tiles and English letters on the winds,
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