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ForumsShowcase → Turn Based Strategy Table Top Game
Turn Based Strategy Table Top Game
2009-05-30, 9:25 PM #1
This grew out of a thread on the gamedev.net forums, and has proven to be a pretty interesting little game.

First the tiles. Any set of tiles will do. Mine happens to be a set of all unique tiles minus the two six-terminal tiles that don't change when rotated. I also made three start tiles. That's a total of 40 tiles, and they can support 3 players. If I made another start tile, it could do 4 players, but I don't have 4 players to test with so I probably won't bother.

Players get a hand of two tiles, and draw another whenever they play one. I discovered that being able to see your opponents available tiles is an important part of the game.

For the purpose of this, a 'path' is an unbroken connection spanning 1 or more tiles. A controlled path is a path occupied by a player's token.

The rules for winning are simple; if at any time you make a change that connects your token to your opponents token, your opponent loses. (Naturally, if there are 3 players, you have to destroy both.)

Each turn, you must either place a new tile from your hand, or rotate a tile which your controlled path crosses. New tiles must connect to your controlled path.

Second, you must move your token one tile along your controlled path. You cannot move your token back the way it came unless there is no other legal move.

Play alternates until someone wins.

I haven't yet played a game where I ran out of tiles, when I do I will have to devise some rule to cover it.

[http://jemgine.omnisu.com/wp-content/gallery/imagedump/prototype.jpg]

3 player games always seem to reach the same point, where any player can attack any other player at any time, but not both; Thus, whichever player attacks first hands victory to the player he's not attacking.
2009-05-31, 8:15 AM #2
[http://jemgine.omnisu.com/wp-content/gallery/imagedump/1.jpg]
:awesome:

Ignore the framerate, the bezier detail is ridiculously high and it's drawing several hundred triangles per hex.
2009-05-31, 7:08 PM #3
that looks like it could be potentially really fun!
Welcome to the douchebag club. We'd give you some cookies, but some douche ate all of them. -Rob
2009-06-01, 5:23 AM #4
I've already ported the tile-rendering with beziers to C# and XNA. We'll see how fun it is....!
2009-06-03, 7:56 PM #5
[http://jemgine.omnisu.com/wp-content/uploads/2009/06/4.jpg]

I know you don't care but I don't care that you don't care.
2009-06-03, 8:30 PM #6
Dude, that is awesome. Is that a graphical mock-up, or is this really a running program?

I've got tons of abandoned board games sitting around that I've never finished. It'd be sweet to digitize them. The only thing I ever released was this.
Lyrics are highly overrated.
2009-06-03, 9:11 PM #7
That is a running program. On my xbox.
2009-06-04, 8:29 AM #8
It better work on XNA on PC. :ninja:

Give it online play!

2009-06-04, 12:45 PM #9
Uh. Of course it works on the PC. Be kinda pointless if it didn't, considering you can't actually test networked play without passing the peer review process otherwise.

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