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RE: [piecepack] Game mechanic idea: robot programming with piecepack coins



Just as another case-in-point for this type of game play, check out RAMbots
at <http://www.wunderland.com/WTS/Kory/Games/RAMbots/>.

It is a pure Icehouse (plus chessboard) game using this mechanism and
answering all of the questions posed below by Mark

Just an FYI.

	- Isaac

-----Original Message-----
From: Prophesor [mailto:prophesor@...]
Sent: Monday, June 17, 2002 8:31 AM
To: piecepack@yahoogroups.com
Subject: Re: [piecepack] Game mechanic idea: robot programming with
piecepack coins



--- Mark Biggar <mark.a.biggar@...> wrote:
>
> Here is an updated version of my essay on programmed movement
> using
> piecepack coins.  Please comment.
> Thanks


For Robot-genre games, consider using Suit-up coins as a command
to face in X direction.  Then a numeric coin face declares
speed.  Program/play least one coin per turn, possibly one of
each type, possibly two of either type, depending on the tone
and 'clunky' feel you want.

Movement conflicts are easy to resolve.  Higher speeds go first,
turning bots are standing still, but complete their turn before
moving bots move.  For actual ties in move speed, neither bot
moves into the contested space, they 'bounce'.

You could also use the tick marks to declare facing, and the
numbers to declare movement speed and distance, leaving the
suits and blank for firing and weirdness/inactivity
respectively.

The PP 'sworl', if it remains as a tradition, suggests (at least
in a roborally homage) the possibility of a "turn and fire once
in every direction" or "spin throughout the entire turn, firing
at any bot that (crosses a rook's move)/(comes in LOS)"
mechanic.

Consider also the progammed movement of sailing ships, as
treated in Broadsides and Boarding Parties, wherein cards
declare Move Forward, Turn Port, Turn Starboard, or Remain in
Place, and are played facedown three to the turn, with each
player revealing their first, etc., simultaneously.  Cannon fire
occurs on close approach, automatically, requiring no 'fire
action' mechanic, and collisions are just that, hence the
Boarding Parties segment of that game, the rules for which I
found too inane to recount here.



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