siggame / MegaMinerAI-Game-Ideas

Game Ideas for each semester's MegaMinerAI
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Camelot #44

Closed codyroberts closed 7 years ago

codyroberts commented 7 years ago

Story

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The king is dead, long live the king! With the unexpected early demise of Arthur, Merlin has to find a new prodigy to become king. Unfortunately, every wizard fancies himself a king-maker these days. How troublesome! Luckily it is well known that he who wields Excalibur shall be king! Unfortunately, upon his death the sword was returned to the Lady of the Lake... So off the wizards go, sending their lackies... Er... Noble volunteers to collect the sword, eliminate the competition, and become king!

Overview

Units

Units are used to retrieve Excalibur and combat enemy units. Spawning a unit counts as an action and takes one turn. Moving a unit, attacking with a unit, or picking up Excalibur with a unit also counts as an action and takes one turn. Units have health, weight, speed, power, and a special ability.

Unit Stats

Unit Actions

Knights

Squires

Apprentices

Spells

Spells are area of effect, and shaped like Tetrominoes. They have global range and count as an action for that turn.

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Fireball

The wizard's first spell is fireball! Fireball melts any ice, dealing damage to anyone caught in the blast and melting any ice hit.

Cone of Cold

The wizard's second spell is Cone of Cold! Cone of Cold slows units it hits, reducing their movement by 1 for a turn, and freezes any water tiles hit. Cone of Cold reinforces any ice tiles hit, increasing their weight limit.

Tiles:

Tiles are generated at the start of the game. By default all tiles are Water tiles, with the exception of the shore on either side where the wizards reside.

Water Tiles

Water tiles are impassable, if stepped on a unit immediately dies and is removed from the game board. If hit with Cone of Cold, water tiles are converted to ice tiles.

Ice Tiles

Ice Tiles are able to be walked on by units. Ice tiles have weight limits, that degrade by 1 each time they are stepped on. This weight limit starts at 4. Upon reaching a weight limit of zero, ice breaks and any unit on it immediately dies and is removed from the game board.

Spawn Tiles

Spawn tiles are on the shores, to the left and right of the lake. Here is where the wizard can send out new units.

Winning

First player to get Excalibur and reach the opposing spawn area wins.

JeffreyStrahm commented 7 years ago

Wait, if the knight steps on a tile, it drops to 3, so I assume the breaking is determined upon stepping on it? But then what about when the wizard uses fireball? Or do you need to re-enforce ice for nights to step on it?

codyroberts commented 7 years ago

Wait, if the knight steps on a tile, it drops to 3, so I assume the breaking is determined upon stepping on it?

In that case, perhaps the tile weight limit should be reduced upon leaving the tile. Also reinforcing the ice for a knight would be plausible as well.

It could also be left alone and the values changed, as far as I'm concerned these numbers are entirely subject to change, the concept is mostly what I am worried about getting straight.

JeffreyStrahm commented 7 years ago

Sorry, missclick

ZachWileman commented 7 years ago
codyroberts commented 7 years ago

What happens to the sword if its dropped in the lake?

Current idea is the Lady of the Lake gets it back. (It returns to the center).

Does each player have their own wizard?

Yes, the Wizards act as your leaders sitting at homebase I guess. They do not move, thats what they have volunteers for! Units spawn from your wizard's beach.

Is there any cool-down on what the wizards can do? Since you say the wizards have global range, doesn't that mean you could just keep freezing your enemy on the other side of the map, regardless to where your wizard is?

Okay, so this is an issue I anticipated. I am hoping the changing tetromino shapes combined with only one action per turn help curb it. Perhaps implementing a one turn cooldown would help, extending ice life would prevent this cooldown from being catastrophic.

Also, if your units get frozen, doesn't seem like you have much of a choice than to just wait for them to become unfrozen; using the fire spell would do damage to them.

Right, I think I mentioned them getting slowed not frozen for that reason. But some are slow enough already they may as well be frozen. (Dismounted knight). If this becomes an issue, everything is very open to change.

JeffreyStrahm commented 7 years ago

When it comes to turns, is it you can do something with the wizard or a unit, or is it move everything once?

codyroberts commented 7 years ago

When it comes to turns, is it you can do something with the wizard or a unit, or is it move everything once?

One or the other in the current concept.