[HN Gopher] Electronic Catan LCD Tiles
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       Electronic Catan LCD Tiles
        
       Author : jsnell
       Score  : 429 points
       Date   : 2022-05-29 11:29 UTC (11 hours ago)
        
 (HTM) web link (coliniuliano.ca)
 (TXT) w3m dump (coliniuliano.ca)
        
       | emilfihlman wrote:
       | It's super annoying when people don't mention the names of the
       | products used and where they sourced them.
        
       | rocauc wrote:
       | fantastic build. it'd be neat to complement this with collecting
       | in-game statistics on which resources were collected by which
       | player to further evaluate performance. I have a hunch the best
       | players not only get access to the most resources but have a high
       | ratio of points generated per resource collected
        
       | stavros wrote:
       | This is extremely cool, and great writeup as well! I really
       | enjoyed learning about how the protocol works.
        
       | gotrythis wrote:
       | Someone please sell me this.
        
       | quartesixte wrote:
       | Love it but:
       | 
       | >There is no schematic for this project since there were very few
       | components and it was easy enough to just draw a PCB.
       | 
       | You should really draw one. As someone who works in hardware
       | engineering, the amount of times this has come back to bite
       | someone in the butt is immense.
        
         | bombcar wrote:
         | I suppose he has the file used to print the PCB which is "kind"
         | of schematic-like.
        
           | quartesixte wrote:
           | "CAD is Master" is really famous last words of a lot of
           | builds.
           | 
           | But that being said, fair point. The PCB file is sufficient
           | in this case.
        
       | pukku_99 wrote:
       | Hi
        
       | mmastrac wrote:
       | I'm always jealous of people who can polish and finish a complex
       | project like this. Amazing work.
        
         | thenewwazoo wrote:
         | I used to feel this way, but it really is a skill anyone can
         | develop. I actually just finished building a replacement
         | control board for a window fan to make it HomeKit-connected,
         | which would have been beyond me in the past. The key is to
         | break the project down into concrete, achievable phases. For
         | example, my project required firmware to test the UI, drawing a
         | schematic for each sub-component, building a BOM, drawing a
         | schematic, drawing a PCB, building the board, writing firmware
         | to test the board, testing the board, and then writing the
         | final firmware. That's a long list, but each item in isolation
         | is a couple of hours or days. Once you are able to decompose
         | the project, it's just doing the next thing. Oh, and accepting
         | that you'll need to fix mistakes in past steps along the way.
         | :)
        
       | CoastalCoder wrote:
       | This is awesome! I really wanted something like this for Battle
       | Tech.
        
       | echelon wrote:
       | This is really cool! I'd like to see something like this turned
       | into a product that could support a wide variety of games.
       | 
       | Programmable E-ink snapping hex tiles would be a game changer.
       | I'd love to have support for hundreds of board games with
       | negligible storage requirements and no more cheap cardboard.
        
         | chrisweekly wrote:
         | This reminds me of a company called "Cheap-Ass Games" that
         | sells $5 bare-minimum paper templates and rules for games that
         | depend on the existence tokens and dice etc. "Kill Dr Lucky" is
         | an awesome game (like Clue, except you try to commit the murder
         | rather than solve it). Cheap-Ass Games' model seems a perfect
         | match for high-tech modular boardgame hardware.
        
       | farseer wrote:
       | Are there any large table top LCD products available for board
       | games?
        
         | grishka wrote:
         | I remember there being, at some point in the 00s, many projects
         | with projectors shooting at a touch-enabled frosted glass
         | tabletop from below. Those looked really cool and futuristic.
         | That was when large LCD panels were prohibitively expensive,
         | too, so they had no choice but to use a projector. Yet somehow,
         | all these projects have disappeared despite all the advances in
         | display technology. Why?
        
           | bombcar wrote:
           | I was following some of these back then and the main reason
           | they died off is once you assume everyone has a phone you can
           | do much of the work on the phone itself.
           | 
           | And then the pieces/map itself isn't that complicated to do
           | "for real".
        
           | toast0 wrote:
           | Well the Microsoft Surface had to be killed so they could
           | reuse the name.
           | 
           | Really though, I think it's a hard product to get good enough
           | to sell. You'd need to do a lot of polishing, but it's going
           | to be expensive and have low sales, so it's hard to recoup
           | the r&d. And no matter how much you spend, I think you still
           | end up with different visual impact of looking at a screen vs
           | looking at a board on a table. I bet there's some really nice
           | experiences possible though. Setup and cleanup would likely
           | be way faster.
        
           | 5560675260 wrote:
           | It sounds cool, but probably not very viable product. I see
           | several problems:
           | 
           | * big, unwieldy, works only a centrepiece of a "game room"
           | and there is a limited number of people interested and able
           | to set up such room for themselves
           | 
           | * lack of tactile feel - in general it would feel closer to
           | an "electronic entertainment" than a board game
           | 
           | * limit of a 2d field - there are many things that you will
           | not be able to do easily - like drawing cards from a deck and
           | showing them only to individual player
           | 
           | * lack of content - board games are physical products with
           | all the rights attached - you'd have to license each and
           | every one of them before adapting for your specific brand of
           | game table
        
       | McNutty wrote:
       | I don't know much about the game (have played a couple of times)
       | but I'm curious about the author saying that two neighboring
       | tiles can't both have a high value, going into detail about how
       | to overcome that problem... and then one of the sample photos
       | shows two 10s neighboring?
        
         | kixiQu wrote:
         | "high value" in this case isn't about the numeric value, but
         | has to do with how often the number comes up on a pair of dice.
         | Particularly, 6 and 8 are the most prized.
        
         | yojo wrote:
         | It has to do with the probability of a given die roll
         | occurring. There are three ways to make a sum of ten with a
         | pair of six sided dice:
         | 
         | 6-4, 4-6 and 5-5
         | 
         | There are five ways to make the sum of eight (ditto for a sum
         | of six).
         | 
         | 6-2, 2-6, 5-3, 3-5, 4-4
         | 
         | So you are almost twice as likely to see an eight rolled as a
         | ten. The game actually has little dots underneath each number
         | showing how many possible die rolls produce that number (so an
         | '8' has 5 dots underneath it, a '12' has just one).
         | 
         | Seven is the most common roll, but it has a special meaning in
         | the game and does not correspond to a resource hex.
         | 
         | For balance reasons you don't want a settlement location to
         | have a super high probability of producing resources. So you
         | don't let '6' and '8' sit next to each other. Otherwise the
         | player with the settlement spanning them would likely win
         | easily.
        
       | tengbretson wrote:
       | I don't know the game that well, so I could be missing something,
       | but if the board is a screen, why do the tiles need to be
       | detachable at all?
        
         | danielbln wrote:
         | Because you could have various different board shapes. The
         | board game comes with various extensions that change the board
         | shape and structure.
        
           | bick_nyers wrote:
           | I think they are suggesting that not just the tiles can be
           | rendered, but also the shape of the board. You can have the
           | edges around the board just be a dead zone, so it fits into a
           | standard rectangular TV/monitor.
        
             | [deleted]
        
         | JohnDotAwesome wrote:
         | I think it's less about the game mechanics and more about the
         | viscerality. Board game players tend to prefer physical
         | representations they can feel and fiddle with.
        
           | genocidicbunny wrote:
           | Exactly. Making the whole board a screen would take away from
           | the experience. At that point you could just play one of the
           | digital versions that exist.
        
       | strangus wrote:
       | Fantastic!
        
       | chrisMyzel wrote:
       | Would love to see a video about it, no matter the quality.
        
       | contingencies wrote:
       | Haha. Literally just finished a game with my family and was
       | thinking "you know I should laser cut and engrave/mill some metal
       | pieces because these move too much".
       | 
       | For this project I would've had each board host an analog switch
       | (neighbour selection) and use SPI and/or I2C rather than onewire.
       | This would allow cheap flash memory (unique ID per tile + local
       | storage/configuration) with SPI/I2C passthru. That way the host
       | could determine topology easily and deduplicate redundant routes.
       | A dumb read-only MCU could populate the local RGB from flash if
       | required. With the spare cycles thus obtained you could even
       | implement animation.
       | 
       | So... who's got wood for my sheep?
       | https://youtu.be/VBmRCclzCVU?t=33
        
         | bombcar wrote:
         | I've seen people take a piece of wood and cut hexagonal spaces
         | in it - with holes below to pop pieces back out.
         | 
         | Things like this exist too:
         | https://gamesenhanced.com/2014/10/04/custom-wooden-catan-gam...
        
         | LeifCarrotson wrote:
         | I have been thinking about 3D printing some hex pieces out of
         | PLA, embedding some small magnets in the periphery, and
         | painting them...
         | 
         | Unfortunately my modeling skills are much stronger with
         | geometric primitives like cuboids, cylinders, and spheroids
         | than with mountains, forests, pastures, clay quarries, and
         | wheat fields!
        
           | derac wrote:
           | There are a lot of cc-0 low poly models that would work well
           | for this on itch io and other sites.
        
           | Taywee wrote:
           | I've seen some quite decent low poly Catan models. You can do
           | quite a lot with primitives.
        
           | Tade0 wrote:
           | I've found that even 6x2.5mm N38 magnets are more than strong
           | enough to stick pieces thick of cardboard to a whiteboard.
           | 
           | Larger ones could probably hold something even if there's a
           | good few millimetres of wood between the magnet and the metal
           | board.
           | 
           | Dangerously powerful things. I use them to keep tiny screws
           | in place when I disassemble something.
           | 
           | Properly placed they can even stop laptop fans completely.
        
         | Avamander wrote:
         | They could just have tiny magnets in them to reduce the amount
         | of misalignment. Though having a fancy laser-cut and etched set
         | does sound nice.
        
       | Xeronate wrote:
       | How does one get into the hardware side of things to do stuff
       | like this? I wouldn't know where to start with components, wiring
       | things together, etc.
        
       | beckerdo wrote:
       | Imagine when the processor and materials become cheaper. You
       | could have very large hex boards that support many game maps and
       | pieces. With touch control, it would be fun have gestures to move
       | and combat with the stacks of pieces.
        
       | stcredzero wrote:
       | With touchscreens becoming cheaper and screen viewing angles
       | getting better, what are the prospects for board games to be
       | subsumed by very large iPads? (Like a yard or a meter diagonal?)
        
       | NelsonMinar wrote:
       | I did something like this in grad school once. The mechanical
       | part of this is really hard! Getting things to line up reliably,
       | repeatably... I don't think magnetic pogo pins were available
       | when I was working on this though.
        
         | rkagerer wrote:
         | Are you sure the pins themselves make use of magnetism? It
         | looks to me more like he embedded a pair of square magnets on
         | each edge for alignment, just outside the outermost pins. Also:
         | 
         |  _While there are magnetic pogo pin connectors all over
         | AliExpress, nothing really fit the bill for this project._
        
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       (page generated 2022-05-29 23:00 UTC)