Robot info:
10 HP
7 action points, (6 under 7 HP, 5 under 4 HP)
Robot Action List:
Laser
Rotate
Rotate
Mine
Move
Move
Fist
Laser
Trigger: every turn
Damage: 0, 0, 0, 2, 1, 1, 1.
Rotate
Trigger: If attacked, turn towards attacker, if not attacked or under 4 hit points, turn towards goal.
Mine
Trigger: If under 7 HP, and there are no other mines on the board, drop a mine.
Damage: 1 on all squares, 3 on epicenter.
Move
Trigger: Every turn.
Fist
Trigger: Every turn.
Damage: 2 in front or diagonally in front, 0 if directly behind, 1 everywhere else.
Tank info:
4 HP
2 action points
Max speed 2 (1 under 3 HP)
Friday, September 24, 2010
Friday, September 10, 2010
Game Proposal with Two Diagrams
Title: I Want to Smell Everything! (tentative)
Target Audience: 5-13 year old boys and girls, and pet enthusiasts of all ages.
Gameplay mode: Single player.
Platform: Web browser. If popular, it can be developed further into a downloadable title for DSiWare, iPhone, XBLA, PSN, WiiWare, Steam, etc.
Camera mode: 2D side-scroller.
Genre: Action platformer with some puzzle elements.
Characters: The player controls either a small kitten or puppy. Other characters include the pet’s owner, human neighbors, and other cats or dogs in the neighborhood.
High concept statement: It is a 2D sidescrolling platformer in which you play as a kitten or a puppy, and the goal of the game is to smell as many things as possible in your house, yard, and/or neighborhood, before your owner finds out that you snuck out of the house.
Gameplay: The game will consist of exploring a 2D environment by walking, running, and jumping around, and smelling everything you can. In addition to moving the player character around, the two main commands will be jumping and sniffing. The smells will be represented visually by “smell lines,” like those in a comic book.
There will be three types of smells, 1, 2, and 3. All 3 types are shown (and labeled 1, 2, and 3) in the attached picture Diagram A.
Diagram A:
Smell 1) The first type of smell is the stationary smell. These smells will stay in one place, and you will have to find them, walk right up to them, and press the smell button.
Examples are: a bowl of pet food, human dinner, a tree, catnip, or another animal. If you find any of these, you’ll need to walk up to them and smell them. The smell lines will be visibly emanating from the objects, but they will be short lines that don’t move too far from the source.
Smell 2) The second type of smell is the hidden stationary smell. These smells will also stay in one place, but they will need to be “switched on” in some way. This might be a sealed jar of cookies. The player can’t smell the contents of the jar, but knows there’s a good smell in there. If the player can break the jar open (by pushing things around to create a staircase, or by bumping into the shelf hard enough to make the jar fall off), a new stationary smell will come out.
Smell 3) The third type of smell is the moving smell. These will be represented by much longer smell lines that move by very fast. These smells quickly pass the character on the wind. They may come from an open window, an open door, a fan, or an air conditioner. The player will quickly want to press the smell button while catching these in his or her nose. For some of these the player will have to jump and press the smell button in the air at the right moment. (This mid-air smell technique is shown in the attached picture, Diagram B.)
Diagram B:
The different smells will have different point values, with the highest point values being reserved for the fastest moving smells and some of the hardest to find hidden smells.
A walkthrough of the game:
Intro: The game will begin with a small intro cartoon. The player will first decide to play as a kitten or a puppy. The game begins with the owner leaving the house to run some errands. Now alone, the pet gets excited, jumps into the air, and proclaims “I WANT TO SMELL EVERYTHING!” It will be very campy, with a flashy rainbow background appearing just for this line of dialogue. Then the game begins.
The game: A timer will countdown from three minutes in the corner of the screen. This is the amount of time the player has before the owner finds them and brings them back home. The player will wander around the house looking for smells.
Eventually the player will find a way out of the house and wander around the yard. Some more houses in the neighborhood will have entrances. Some areas will only be available to cats (who can climb trees), while others will only be available to dogs (who can dig under fences or swim across a pool).
If the player finds all the hidden smells in one area (such as the pet’s house or the pet’s yard), the player will receive a large amount of bonus points, plus a treat to show that they’ve completed an area.
Players will encounter some other characters in the game. Some humans and animals will be friendly, while others will be aggressive. Friendly humans may offer a snack or try to pet you, while friendly animals may let you sniff them if you let them sniff you in return. Some animals may let you follow them home, where they have some of their own smelly toys and food. Aggressive humans may try to chase you out of their house with a broom, while aggressive animals may refuse to let you pass a certain path, or chase you out of a certain area.
The player will have a few other commands that are mostly useless, such as rolling over, playing dead, barking, whimpering, growling, yelping, meowing, purring, hissing, digging, wagging one’s tail, and rolling over. The player might just play around with all the sound effects for fun, but they also might find uses for some of them at certain points in the game. For example, choosing to do the right “cute pet moves” in front of an aggressive human might calm them down. This will allow the player to pass, and find some more hidden smells. However, if you break a jar to get a smell out in front of a human, they’ll probably chase you outside after that. So the player should try to get the easy smells first, before breaking any valuables.
The end: After three minutes of exploring and smell-collecting, no matter where the player is, the owner will appear. The owner will say “Oh that’s where you are! I’ve been looking all over for you!” and take the pet home. Once home, there will be another short cartoon. The player will fall asleep really fast after its adventure, and a little dream bubble will appear. With a smile on his/her face, the pet will dream about all the smells it smelled on its adventure. This “dream” will be the high score, and it will quickly tally all the smells, the % of smells collected in each area, and the total score. The player will then be able to submit their score to the leaderboards, and then choose to play again as the same animal, or choose to play again as the other animal. As they have access to different areas, there will be separate high score leaderboards for cat players and dog players.
Target Audience: 5-13 year old boys and girls, and pet enthusiasts of all ages.
Gameplay mode: Single player.
Platform: Web browser. If popular, it can be developed further into a downloadable title for DSiWare, iPhone, XBLA, PSN, WiiWare, Steam, etc.
Camera mode: 2D side-scroller.
Genre: Action platformer with some puzzle elements.
Characters: The player controls either a small kitten or puppy. Other characters include the pet’s owner, human neighbors, and other cats or dogs in the neighborhood.
High concept statement: It is a 2D sidescrolling platformer in which you play as a kitten or a puppy, and the goal of the game is to smell as many things as possible in your house, yard, and/or neighborhood, before your owner finds out that you snuck out of the house.
Gameplay: The game will consist of exploring a 2D environment by walking, running, and jumping around, and smelling everything you can. In addition to moving the player character around, the two main commands will be jumping and sniffing. The smells will be represented visually by “smell lines,” like those in a comic book.
There will be three types of smells, 1, 2, and 3. All 3 types are shown (and labeled 1, 2, and 3) in the attached picture Diagram A.
Diagram A:
Smell 1) The first type of smell is the stationary smell. These smells will stay in one place, and you will have to find them, walk right up to them, and press the smell button.
Examples are: a bowl of pet food, human dinner, a tree, catnip, or another animal. If you find any of these, you’ll need to walk up to them and smell them. The smell lines will be visibly emanating from the objects, but they will be short lines that don’t move too far from the source.
Smell 2) The second type of smell is the hidden stationary smell. These smells will also stay in one place, but they will need to be “switched on” in some way. This might be a sealed jar of cookies. The player can’t smell the contents of the jar, but knows there’s a good smell in there. If the player can break the jar open (by pushing things around to create a staircase, or by bumping into the shelf hard enough to make the jar fall off), a new stationary smell will come out.
Smell 3) The third type of smell is the moving smell. These will be represented by much longer smell lines that move by very fast. These smells quickly pass the character on the wind. They may come from an open window, an open door, a fan, or an air conditioner. The player will quickly want to press the smell button while catching these in his or her nose. For some of these the player will have to jump and press the smell button in the air at the right moment. (This mid-air smell technique is shown in the attached picture, Diagram B.)
Diagram B:
The different smells will have different point values, with the highest point values being reserved for the fastest moving smells and some of the hardest to find hidden smells.
A walkthrough of the game:
Intro: The game will begin with a small intro cartoon. The player will first decide to play as a kitten or a puppy. The game begins with the owner leaving the house to run some errands. Now alone, the pet gets excited, jumps into the air, and proclaims “I WANT TO SMELL EVERYTHING!” It will be very campy, with a flashy rainbow background appearing just for this line of dialogue. Then the game begins.
The game: A timer will countdown from three minutes in the corner of the screen. This is the amount of time the player has before the owner finds them and brings them back home. The player will wander around the house looking for smells.
Eventually the player will find a way out of the house and wander around the yard. Some more houses in the neighborhood will have entrances. Some areas will only be available to cats (who can climb trees), while others will only be available to dogs (who can dig under fences or swim across a pool).
If the player finds all the hidden smells in one area (such as the pet’s house or the pet’s yard), the player will receive a large amount of bonus points, plus a treat to show that they’ve completed an area.
Players will encounter some other characters in the game. Some humans and animals will be friendly, while others will be aggressive. Friendly humans may offer a snack or try to pet you, while friendly animals may let you sniff them if you let them sniff you in return. Some animals may let you follow them home, where they have some of their own smelly toys and food. Aggressive humans may try to chase you out of their house with a broom, while aggressive animals may refuse to let you pass a certain path, or chase you out of a certain area.
The player will have a few other commands that are mostly useless, such as rolling over, playing dead, barking, whimpering, growling, yelping, meowing, purring, hissing, digging, wagging one’s tail, and rolling over. The player might just play around with all the sound effects for fun, but they also might find uses for some of them at certain points in the game. For example, choosing to do the right “cute pet moves” in front of an aggressive human might calm them down. This will allow the player to pass, and find some more hidden smells. However, if you break a jar to get a smell out in front of a human, they’ll probably chase you outside after that. So the player should try to get the easy smells first, before breaking any valuables.
The end: After three minutes of exploring and smell-collecting, no matter where the player is, the owner will appear. The owner will say “Oh that’s where you are! I’ve been looking all over for you!” and take the pet home. Once home, there will be another short cartoon. The player will fall asleep really fast after its adventure, and a little dream bubble will appear. With a smile on his/her face, the pet will dream about all the smells it smelled on its adventure. This “dream” will be the high score, and it will quickly tally all the smells, the % of smells collected in each area, and the total score. The player will then be able to submit their score to the leaderboards, and then choose to play again as the same animal, or choose to play again as the other animal. As they have access to different areas, there will be separate high score leaderboards for cat players and dog players.
Friday, September 3, 2010
09/03 Game Concept: "OMG I'm in Hell!"
Title: OMG I'm in Hell!
Genre: Survival Horror.
Gameplay: Running and hiding.
Visuals: Taken from medieval portrayals of hell, by Michelangelo and Bosch, as well as a monster from Doom.
Music: Audio from the "Sounds of Hell" hoax from the late 1980s, and "Sense of Doubt" by David Bowie, 1977.
Characters: You play as your soul, trying to hide from its inevitable judgment and torture.
How to win: The only way to avoid your torture is to take Satan's place as the king of the underworld. But you have to hide for long enough, and sneak into Hell deep enough to find out how.
How to lose: Get caught by any demon.
Cue music:
Your soul is being transported to hell. In the confusion, you escape...
You sneak throughout the hellscape...
A giant demon approaches!
You have to hide in a pile of dead bodies:
Then you sneak further, and hide inside a giant demon as it travels around (cue new music):
You're safe inside for a while, but he only takes you deeper into Hell, where things are even more dangerous, and there are more demons around. You find a demon eating souls and excreting them deeper into the next level of Hell. You have to sneak behind him and climb deeper into the hole yourself.
The game continues in this fashion until you are either caught and tortured forever, or you find your way to the heart of Hell and can take Satan's place.
Genre: Survival Horror.
Gameplay: Running and hiding.
Visuals: Taken from medieval portrayals of hell, by Michelangelo and Bosch, as well as a monster from Doom.
Music: Audio from the "Sounds of Hell" hoax from the late 1980s, and "Sense of Doubt" by David Bowie, 1977.
Characters: You play as your soul, trying to hide from its inevitable judgment and torture.
How to win: The only way to avoid your torture is to take Satan's place as the king of the underworld. But you have to hide for long enough, and sneak into Hell deep enough to find out how.
How to lose: Get caught by any demon.
Cue music:
Your soul is being transported to hell. In the confusion, you escape...
You sneak throughout the hellscape...
A giant demon approaches!
You have to hide in a pile of dead bodies:
Then you sneak further, and hide inside a giant demon as it travels around (cue new music):
You're safe inside for a while, but he only takes you deeper into Hell, where things are even more dangerous, and there are more demons around. You find a demon eating souls and excreting them deeper into the next level of Hell. You have to sneak behind him and climb deeper into the hole yourself.
The game continues in this fashion until you are either caught and tortured forever, or you find your way to the heart of Hell and can take Satan's place.
09/03 Game Concept: "I Want to Smell Everything"
1) Write a high concept statement: a few sentences that give a general flavor of the game. You can make references to other games, movies, book, or any other media if your game contains simlar characters actions or ideas.
It is a 2D sidescrolling platformer in which you play as a cat or a dog, and the goal of the game is to smell as many things as possible in your town before your owner finds out that you snuck out of the house.
2) What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
The player controls a cat or a dog. There is only one player, and they are represented by a cartoon cat or dog. Just like a real pet, the pet's primary action will be sniffing, which is what the gameplay's all about.
3) Does the game have an avatar or other key character? Describe him/her/it
Other key characters will be other animals or people that you run into. Some will be friends and some will be enemies. A friendly human may give you a small bowl of milk or a treat, and an enemy human may chase you away with a broom. Friendly animals may lead you to a new smell (or stand still so you can smell them while they smell you), and enemy animals may bark to defend an area, or try to fight you, scare you, or chase you away.
4) What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to overcome them?
The core gameplay is running and jumping around in a 2D platforming environment. The challenges will be locating smells, and smelling them. Smells will be represented by colorful lines "wafting" across the screen. Depending on the smell, they might quickly fly by like the wind, or slowly emanate from something with comic book-styled "stink lines."
If there is a jar of doggy biscuits high up in a pantry, the player may try to push some boxes around to form a makeshift staircase, or try to bump the pantry really hard several times to knock the jar over. Once broken, many smell lines will come out of the jar, and the player will press their "sniff button" to sniff them in for points.
Other smells might quickly blow in through the window and be harder to catch. These lines will move much faster and be harder to reach. A player may have to jump and press their "sniff button" in mid-air, just as they reach the height of the smell lines.
The harder the smell is to reach, the more points it will be worth. To represent the frantic existence of a pet, some areas will have 5 or 10 smells at a time, and the player will feel the animal's sense of panic and frustration as they rush to decide which smells are "more important," or in this game, "worth more points."
5) What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
The player's interaction model is through the avatar, but slightly omnipresent due to the camera angle. While a small animal might not be able to see what is on top of the refrigerator, the player will. Then the player may try to find a way to climb up there so the animal-avatar can smell whatever is up there.
6) What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
The game's primary camera model is a 2-dimensional side view. This will be the only perspective.
7) Does the game fall into an existing genre? If so, which one?
The genre is 2-D platforming, and is mainly based on collecting things (the smells), and solving some basic physics puzzles to reach some of them.
8) Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
The game is single player.
9) Why would anyone want to play this game? Who is the game’s target audience? What characteristics distinguish them from the mass of players in general?
Hopefully this game will be popular with children and pet enthusiasts. While the game's primary goal will be collecting smells, it can also have some other pet jokes. A cat player will be able to meow, purr, yelp, whine, stretch, wag its tail, or roll around, and a dog player will be able to bark, growl, whimper, play dead, or wag its tail. While seemingly thrown in just as jokes, many of these commands will end up having hidden uses. For example, wagging your tail at an angry human might melt their heart, at which point they'd go "awww that's so cute," and maybe give you a snack or let you pass without trying to hit you with a broom. Or barking/growling might help scare off a scary enemy animal (but not all of them, many will need to be avoided and passed in other ways).
10) What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
The game is intended as a browser game that can be played with a keyboard. Arrow keys will move left and right, up will jump, and all the other actions can be set to various keys.
11) What is the game’s setting? Where does it take place?
The game starts in the owner's house. The owner leaves, and the pet is left alone. The pet can then find one of several ways to escape the house, and then explore the garden, and sneak into many other neighbors' houses and various stores around the town.
12) Will the game be broken into levels? What might be the victory condition for a typical level?
It won't be broken into levels in the traditional sense, but each area may have its own goal. If the player is able to find all the smells in an area, they may get a decent amount of bonus points, and a treat. If they are able to find some secret smells in a hidden area, they can get even more points.
13) Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.
The story will be that the animal is trying to smell as many smells as it can. When the owner leaves, the game will start with a small cartoon of the animal jumping in the air and saying "I want to smell EVERYTHING!" with a flashy rainbow behind it. Then the game starts. After 3 minutes, no matter where the player is, the owner will appear and say "There you are! I've been looking all over for you!" and you will be taken home. Then another short cartoon will play, showing the animal really tired and going back to sleep, dreaming about all the amazing new smells it smelled that day. (At this point, all the smells will come by and this will be the high score screen.)
It is a 2D sidescrolling platformer in which you play as a cat or a dog, and the goal of the game is to smell as many things as possible in your town before your owner finds out that you snuck out of the house.
2) What is the player’s role? Is the player pretending to be someone or something, and if so what? Is there more than one? How does the player’s role help to define the gameplay?
The player controls a cat or a dog. There is only one player, and they are represented by a cartoon cat or dog. Just like a real pet, the pet's primary action will be sniffing, which is what the gameplay's all about.
3) Does the game have an avatar or other key character? Describe him/her/it
Other key characters will be other animals or people that you run into. Some will be friends and some will be enemies. A friendly human may give you a small bowl of milk or a treat, and an enemy human may chase you away with a broom. Friendly animals may lead you to a new smell (or stand still so you can smell them while they smell you), and enemy animals may bark to defend an area, or try to fight you, scare you, or chase you away.
4) What is the nature of the gameplay, in general terms? What kinds of challenges will the player face? What kinds of actions will the player take to overcome them?
The core gameplay is running and jumping around in a 2D platforming environment. The challenges will be locating smells, and smelling them. Smells will be represented by colorful lines "wafting" across the screen. Depending on the smell, they might quickly fly by like the wind, or slowly emanate from something with comic book-styled "stink lines."
If there is a jar of doggy biscuits high up in a pantry, the player may try to push some boxes around to form a makeshift staircase, or try to bump the pantry really hard several times to knock the jar over. Once broken, many smell lines will come out of the jar, and the player will press their "sniff button" to sniff them in for points.
Other smells might quickly blow in through the window and be harder to catch. These lines will move much faster and be harder to reach. A player may have to jump and press their "sniff button" in mid-air, just as they reach the height of the smell lines.
The harder the smell is to reach, the more points it will be worth. To represent the frantic existence of a pet, some areas will have 5 or 10 smells at a time, and the player will feel the animal's sense of panic and frustration as they rush to decide which smells are "more important," or in this game, "worth more points."
5) What is the player’s interaction model? Omnipresent? Through an avatar? Something else? Some combination?
The player's interaction model is through the avatar, but slightly omnipresent due to the camera angle. While a small animal might not be able to see what is on top of the refrigerator, the player will. Then the player may try to find a way to climb up there so the animal-avatar can smell whatever is up there.
6) What is the game’s primary camera model? How will the player view the game’s world on the screen? Will there be more than one perspective?
The game's primary camera model is a 2-dimensional side view. This will be the only perspective.
7) Does the game fall into an existing genre? If so, which one?
The genre is 2-D platforming, and is mainly based on collecting things (the smells), and solving some basic physics puzzles to reach some of them.
8) Is the game competitive, cooperative, team-based or single player? If multiple players are allowed are they using the same machine with separate controls or different machines over a network?
The game is single player.
9) Why would anyone want to play this game? Who is the game’s target audience? What characteristics distinguish them from the mass of players in general?
Hopefully this game will be popular with children and pet enthusiasts. While the game's primary goal will be collecting smells, it can also have some other pet jokes. A cat player will be able to meow, purr, yelp, whine, stretch, wag its tail, or roll around, and a dog player will be able to bark, growl, whimper, play dead, or wag its tail. While seemingly thrown in just as jokes, many of these commands will end up having hidden uses. For example, wagging your tail at an angry human might melt their heart, at which point they'd go "awww that's so cute," and maybe give you a snack or let you pass without trying to hit you with a broom. Or barking/growling might help scare off a scary enemy animal (but not all of them, many will need to be avoided and passed in other ways).
10) What machine or machines is the game intended to run on? Can it make use of or will it require any particular hardware such as dance mats or a camera?
The game is intended as a browser game that can be played with a keyboard. Arrow keys will move left and right, up will jump, and all the other actions can be set to various keys.
11) What is the game’s setting? Where does it take place?
The game starts in the owner's house. The owner leaves, and the pet is left alone. The pet can then find one of several ways to escape the house, and then explore the garden, and sneak into many other neighbors' houses and various stores around the town.
12) Will the game be broken into levels? What might be the victory condition for a typical level?
It won't be broken into levels in the traditional sense, but each area may have its own goal. If the player is able to find all the smells in an area, they may get a decent amount of bonus points, and a treat. If they are able to find some secret smells in a hidden area, they can get even more points.
13) Does the game have a narrative or story as it goes along? Summarize the plot in a sentence or two.
The story will be that the animal is trying to smell as many smells as it can. When the owner leaves, the game will start with a small cartoon of the animal jumping in the air and saying "I want to smell EVERYTHING!" with a flashy rainbow behind it. Then the game starts. After 3 minutes, no matter where the player is, the owner will appear and say "There you are! I've been looking all over for you!" and you will be taken home. Then another short cartoon will play, showing the animal really tired and going back to sleep, dreaming about all the amazing new smells it smelled that day. (At this point, all the smells will come by and this will be the high score screen.)
Co-op Chess Game: Serf Escape!
For our co-op version of chess, Lily and I designed a 3 player game called Serf Escape! Two players team up against one. One player controls all the pawns, representing the serfs that are trying to escape their servitude. One player controls all the knights, and his or her partner controls all the bishops, representing the king's army and the pope's army, respectively.
The starting position of the three players is thus:
The bishops and knights will move as they regularly do in chess. The front row of pawns is able to move 2 spaces forward or 2 spaces diagonally (either forward-left or forward-right, but not backwards. The back row of pawns is able to move 3 spaces forward or 3 spaces diagonally (also either forward-left or forward-right, but not backwards).
The serf player moves a pawn, then the royal army moves a knight.
Then the serf player moves a pawn, and the pope's army moves a bishop.
Play continues in this fashion.
The team of 2 tries to kill all the pawns to win. The serf team tries to escape to the edge of the board. However, pawns can not kill knights or bishops. They are too weak. But when they reach the edge of the board, they can be promoted to a rook. If it was the 2-space-moving pawn, it will become a rook that can move any number of spaces vertically or horizontally, and up to 2 spaces in any diagonal direction. If it was the 3-space-moving pawn, it will become a rook that can move any number of spaces vertically or horizontally, and up to 3 spaces in any diagonal direction.
At this point, the rook can kill off knights and bishops to try to make room for more of the pawns to escape and get promoted. The early game will start heavily favoring the knight-and-bishop team, but as the pawn team gets 1 or more rooks the game will heavily favor them, although they may not have too many pieces left at this point.
The winner will be the team that kills off all the other players pieces.
The starting position of the three players is thus:
The bishops and knights will move as they regularly do in chess. The front row of pawns is able to move 2 spaces forward or 2 spaces diagonally (either forward-left or forward-right, but not backwards. The back row of pawns is able to move 3 spaces forward or 3 spaces diagonally (also either forward-left or forward-right, but not backwards).
The serf player moves a pawn, then the royal army moves a knight.
Then the serf player moves a pawn, and the pope's army moves a bishop.
Play continues in this fashion.
The team of 2 tries to kill all the pawns to win. The serf team tries to escape to the edge of the board. However, pawns can not kill knights or bishops. They are too weak. But when they reach the edge of the board, they can be promoted to a rook. If it was the 2-space-moving pawn, it will become a rook that can move any number of spaces vertically or horizontally, and up to 2 spaces in any diagonal direction. If it was the 3-space-moving pawn, it will become a rook that can move any number of spaces vertically or horizontally, and up to 3 spaces in any diagonal direction.
At this point, the rook can kill off knights and bishops to try to make room for more of the pawns to escape and get promoted. The early game will start heavily favoring the knight-and-bishop team, but as the pawn team gets 1 or more rooks the game will heavily favor them, although they may not have too many pieces left at this point.
The winner will be the team that kills off all the other players pieces.
The Experimental Gameplay Project
http://experimentalgameplay.com/
The Experimental Gameplay Project is a website that gives game design challenges once a month. Each person has a week to make a game that meets the criteria. For September the theme is "neverending games," August's was "zero buttons," and other months have included themes like "10 second games" or "ART GAMES." Each month they get about 20-40 finished games, and many are playable in a browser. Others are usually PC only, but some are available on PC and Mac.
It's a great resource for tons of new indie games if you just want to browse and play them, but it's also a great inspiration for brainstorming about crazy game ideas that meet awkward challenges.
The Experimental Gameplay Project is a website that gives game design challenges once a month. Each person has a week to make a game that meets the criteria. For September the theme is "neverending games," August's was "zero buttons," and other months have included themes like "10 second games" or "ART GAMES." Each month they get about 20-40 finished games, and many are playable in a browser. Others are usually PC only, but some are available on PC and Mac.
It's a great resource for tons of new indie games if you just want to browse and play them, but it's also a great inspiration for brainstorming about crazy game ideas that meet awkward challenges.
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