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Posted: Wed Sep 24, 2008 12:42 pm
by zach
Well, do what you want, I won't get started till next week anyway, so if you're further than nowhere, I might just leave you to it :P

Posted: Wed Sep 24, 2008 6:48 pm
by MrBunsy
Image

Ta-da. No game yet though, just an editor :P

Posted: Wed Sep 24, 2008 8:14 pm
by Greendingbat
zanzer7 wrote:Mind if I make a digital version of this?

Some of us might not have access to friends in real life :P

wait...
if you made a digital version of this....
wouldn't it be MULTIWINIA :lol: :lol:
neway, yeah works great, i'd add the following rules:
Armor and Turrets can only be harmed by grenades
Armor is not slowed by slopes
(they are in the game, but not by much)
(you can still capture turrets by moving your MWGs into it's space)
Squads have 3 HP and can shoot 3 times as well as throw 1 grenade
The damage section should become it's own phase (for clarity)
the damage section should be split into laser damage, which is applied first (simultaniously)
and grenade damage, applied second (simultaniously)
(this rule is for realism, grenades take longer to go off, and there is more of a chance that they will injure things like Armor and Turrets, which can only be destroyed by grenades)

Some other cool things to add would be some more power ups, such as evilwinians
any ideas on how the AI would work for that?

Also, what did you use to make the map? I think it wouild be possible to use a Battletech map maker for this kind of think as well
http://www.geocities.com/TimesSquare/Metro/8727/
Note: risk guys work really well as MWGs and other items like gunturrets

Good job man, this game is (fairly) simple and fun!

Posted: Wed Sep 24, 2008 8:32 pm
by Xocrates
Greendingbat wrote:wait...
if you made a digital version of this....
wouldn't it be MULTIWINIA :lol: :lol:


No, it would be like the Multiwinia Board Game - The Videogame. Don't you just love going Meta ;)


Greendingbat wrote:Armor and Turrets can only be harmed by grenades

This is already in the rules


Greendingbat wrote:Squads have 3 HP and can shoot 3 times as well as throw 1 grenade

Not going to include for the sake of keeping things simple (this could be hard to keep track) and balance


Greendingbat wrote:The damage section should become it's own phase (for clarity)
the damage section should be split into laser damage, which is applied first (simultaniously)
and grenade damage, applied second (simultaniously)
(this rule is for realism, grenades take longer to go off, and there is more of a chance that they will injure things like Armor and Turrets, which can only be destroyed by grenades)

I'll consider this. Currently Laser and grenade damage are taken separately, but in reverse order. You make a good point, but I would like those particular rules to be playtested first.

Greendingbat wrote:Some other cool things to add would be some more power ups, such as evilwinians
any ideas on how the AI would work for that?

The reason there are so few powerups currently, was because a) I wanted to test the overall gameplay first, b) I'm lazy, c) a lot of stuff, particularly stuff like evilwinians, would be nearly impossible to emulate on a board game and still keep the game simple and fun.
Since each powerup requires specific rules, I still think that just using some basic stuff is the best idea.

Greendingbat wrote:Also, what did you use to make the map? I think it wouild be possible to use a Battletech map maker for this kind of think as well

Just some a Grid image and a image editing software. Then I overlapped a texture xander made for the Darwinia-ish look.

Greendingbat wrote:Good job man, this game is (fairly) simple and fun!

Thanks

Posted: Thu Sep 25, 2008 1:00 am
by Greendingbat
I see your point(s)
However...
fun and complexity aren't mutually exclusive
I see why you are trying to keep it simple, however
please excuse my not-having-read-the-rulesishnis

Posted: Thu Sep 25, 2008 1:14 am
by zach
MrBunsy wrote:Ta-da. No game yet though, just an editor :P

Quite nice! Although an editor is a bit less than an actual game. :P

Look, I made subversion!

Image

Anyway, I'm looking forward to trying this out!

Posted: Sat Sep 27, 2008 3:02 pm
by MrBunsy
Image

No grenades, officers, powerups, decent animations or hill captures yet, but you can move the darwinians about, capture spawns and get them to fight!

GUI still sucks and path highlighting needs optimising badly. One thing at a time though.

Posted: Sat Sep 27, 2008 3:26 pm
by Xocrates
It's starting to look quite good. Thumbs up!

Posted: Mon Sep 29, 2008 8:16 pm
by Greendingbat
Just so you don't need to re-invent the wheel, there are already several hex-based editors out there
for games such as battletech, and they support graphics editing, so you can make tile sets that look like
multiwinia
for introducing into the game, you could have the game read the file of the map, and just use that
this is an idea, i'm not quite sure how it would work in implementation

Posted: Mon Sep 29, 2008 8:57 pm
by MrBunsy
Bit late for that - the basic framework is mostly all there. All (hah) I've got left is adding units and powerups and integrate the game to the AJAX multiplayer system. The hexagon framework and some of the darwinian stuff had already been written for other projects though.

Besides, I doubt there's anything out there in javascript which would do this :P

Re: Multiwinia - The board game

Posted: Fri Oct 31, 2008 10:54 pm
by 00Davo
Xocrates wrote:- Capturing Spawn points:

To capture a Spawn Point, move at least a Multiwinian on top of it. At the end of the move phase remove the Multiwinian from Play and place a coloured marker on top of it (to indicate ownership).

Why must you remove the Multiwinian? Doesn't he need to stay and operate the Spawn Point? This seems to make sending multiple DGs to the Spawn Point pointless, because they get just as captured with only one DG on them. (IIRC, Spawn Points work better if more DGs are on them)

Re: Multiwinia - The board game

Posted: Fri Oct 31, 2008 11:37 pm
by Mas Tnega
00Davo wrote:Why must you remove the Multiwinian? Doesn't he need to stay and operate the Spawn Point?
That would be exactly what is being represented by the counter swap.

This seems to make sending multiple DGs to the Spawn Point pointless, because they get just as captured with only one DG on them.
Only one is removed, meaning extra DGs make it a defended spawn point but other than that, yes it is. So what?

(IIRC, Spawn Points work better if more DGs are on them)
With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.

Re: Multiwinia - The board game

Posted: Thu Nov 06, 2008 9:49 pm
by 00Davo
Mas Tnega wrote:With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.

Why, in that case, do Spawn Points have multiple Darwinian slots? The more slots you're controlling, the more DGs you get. Otherwise, you'd just be wasting DGs on the other slots; they can't shoot stuff when they're controlling stuff, remember.

Re: Multiwinia - The board game

Posted: Thu Nov 06, 2008 11:20 pm
by Nimbus
00Davo wrote:
Mas Tnega wrote:With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.

Why, in that case, do Spawn Points have multiple Darwinian slots? The more slots you're controlling, the more DGs you get. Otherwise, you'd just be wasting DGs on the other slots; they can't shoot stuff when they're controlling stuff, remember.


So that you don't lose control of the spawn if just one or two MWGs get killed.

Re: Multiwinia - The board game

Posted: Thu Nov 06, 2008 11:49 pm
by Mas Tnega
Nimbus wrote:
00Davo wrote:
Mas Tnega wrote:With the severe limitation of units in the board game, there's no point in implelenting that. I don't think it's even true.

Why, in that case, do Spawn Points have multiple Darwinian slots? The more slots you're controlling, the more DGs you get. Otherwise, you'd just be wasting DGs on the other slots; they can't shoot stuff when they're controlling stuff, remember.


So that you don't lose control of the spawn if just one or two MWGs get killed.
And it doesn't get shut down the instant one other MW just happens to grab an empty slot.