
Game idea of the day: an online version of the outdoors game known in some parts as "Steal the Flag".
It's again a competitive game for two players. Each player controls 3 children (boys and/or girls, his choice, no difference in abilities), and has to lead them to victory by snatching the enemy's flag and bringing it back to camp while defending his own flag.
The playing field is a randomly generated light wood terrain, cut up into hexes. In addition to the 2 camps, situated at opposite corners of the field, terrain features include trees (block movement and sight), fences (slow down movement), and bush (camouflage terrain).
Each flag is initially situated in the middle of the friendly camp. Friendly forces cannot enter a radius of six hexes around this initial position so as to prevent defending the flag by camping on top of it. Only a child with the enemy flag in his hands can enter this radius, and when he does, the game is won by his side.
The game is handled in turns. Each player in turn rolls two six-sided dice to create a number between 2 and 12. The player may now either move one child a number of steps equal to the result (taking into account that bypassing a fence takes up two points instead of one), or move two children, each of them half of that number of steps (rounded down).
Each player can only see enemy characters that are within the field of view of one of his children: no more than ten hexes distant, not directly behind a tree and not inside a bush. The visible enemies are updated continously, so that if an enemy enters and exits a child's field of vision in the same turn, you can still see him pass through it.
If a child moves into the location of an enemy child, the enemy child is "caught", and cannot be moved the next turn. The child that caught him cannot stay in the same hex and has to retreat immediately to a neighbouring hex. The caught child cannot be caught again before he recovers.
When a child gets to the enemy flag, it is captured and he begins carrying it with him, with the aim of bringing it into the friendly camp. To prevent that, the player whose flag was captured must get one of his children to the flag thief. If he manages that, the thief is out of the game until the player controlling it manages to get a double dice, after which he re-appears near the friendly camp. The retrieved flag is teleported back to its home camp.
Each time a player gets a double dice, he is rewarded one Command Point. A player may use those command points to activate special bonuses, shown as icons at the bottom of the screen. A special bonus may cost 1, 2, 3 etc command points, according to its power and balance issues to be tested during game development. You also get 2 command points whenever you snatch the enemy's flag.
Examples for special bonuses: Rapid Runner - one is added to the dice roll for the next round, Ninja Master - friendly children cannot be spotted from beyond eight hexes away instead of ten for the next three rounds, Lucky Luke - next dice throw is guarenteed not to have any ones in it.
It's again a competitive game for two players. Each player controls 3 children (boys and/or girls, his choice, no difference in abilities), and has to lead them to victory by snatching the enemy's flag and bringing it back to camp while defending his own flag.
The playing field is a randomly generated light wood terrain, cut up into hexes. In addition to the 2 camps, situated at opposite corners of the field, terrain features include trees (block movement and sight), fences (slow down movement), and bush (camouflage terrain).
Each flag is initially situated in the middle of the friendly camp. Friendly forces cannot enter a radius of six hexes around this initial position so as to prevent defending the flag by camping on top of it. Only a child with the enemy flag in his hands can enter this radius, and when he does, the game is won by his side.
The game is handled in turns. Each player in turn rolls two six-sided dice to create a number between 2 and 12. The player may now either move one child a number of steps equal to the result (taking into account that bypassing a fence takes up two points instead of one), or move two children, each of them half of that number of steps (rounded down).
Each player can only see enemy characters that are within the field of view of one of his children: no more than ten hexes distant, not directly behind a tree and not inside a bush. The visible enemies are updated continously, so that if an enemy enters and exits a child's field of vision in the same turn, you can still see him pass through it.
If a child moves into the location of an enemy child, the enemy child is "caught", and cannot be moved the next turn. The child that caught him cannot stay in the same hex and has to retreat immediately to a neighbouring hex. The caught child cannot be caught again before he recovers.
When a child gets to the enemy flag, it is captured and he begins carrying it with him, with the aim of bringing it into the friendly camp. To prevent that, the player whose flag was captured must get one of his children to the flag thief. If he manages that, the thief is out of the game until the player controlling it manages to get a double dice, after which he re-appears near the friendly camp. The retrieved flag is teleported back to its home camp.
Each time a player gets a double dice, he is rewarded one Command Point. A player may use those command points to activate special bonuses, shown as icons at the bottom of the screen. A special bonus may cost 1, 2, 3 etc command points, according to its power and balance issues to be tested during game development. You also get 2 command points whenever you snatch the enemy's flag.
Examples for special bonuses: Rapid Runner - one is added to the dice roll for the next round, Ninja Master - friendly children cannot be spotted from beyond eight hexes away instead of ten for the next three rounds, Lucky Luke - next dice throw is guarenteed not to have any ones in it.
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