| 02-02-2005, 03:36 AM | #1 |
Good news Risk lovers! I am making a risk map that plays by the real rules of risk. No unbalances like in the other versions, just dice dice dice! WOOO! Current progress includes, but is not limited to: Rolling to see the order of play Turn rotation Dealing out of countries randomly To come with-in the week-or-so: The ability to place units on countries The ability to then attack those countries. I started this map on Friday the 29th, and it is pretty killer so far. The player limit is 6 players, but in later versions this map be upgraded to 12. Currently I want a working version before I do that however. Turns will be timed based on the number of countries/armies you have. If anyplayer is not currently playing(IE left the game) their turn is skipped completely. Options to roll 1,2,or 3 dice are going to be implemented after units are. The project is really just waiting on finding a good way to both store how many units are on a country, while also showing the players how much are there. I am debating this inside my head, so expect that the Unit Purchasing aspect of the game to be done with-in the week-or-so. |
| 02-03-2005, 01:32 PM | #2 |
Made: Rolling to see the order of play Dealing out of countries randomly Turn change Placing Starting Units Buying Units Recieving money from countries Working on: Setting up the Turn Step system Soon to be working on battle system Current problems: Combining cards is a little bit of a hassle to get working NOTE: The battle system will take a little while to make, so I hope you guys can hold out for annother update on the weekend. Oh, and hey. If you have any comments on the map, like if you like the idea or not, please feel free to post a message here. I'll show you a screen shot of the Map. |
| 02-05-2005, 04:43 PM | #3 |
Made: Rolling to see the order of play Dealing out of countries randomly Turn change Placing Starting Units Buying Units Recieving money from countries Given Units "Declare Attack" abilities Working on: Setting up the Turn Step system Working on battle system Current problems: Combining cards is a little bit of a hassle to get working I'd like to note that when a player gets money, he has 60 seconds to place his units before the money is removed and the game continues. I doubt people will require longer than this, but once I have a working version, if people want more time, I'll put in a vote. |
| 02-08-2005, 12:21 AM | #4 |
Working as ussual on the battle system, being it's the bulk of the game. I couldn't do anything over the weekend because of massive homework, but it's been coming along today. Annother screeny for you anxious patrons (of which none have comments on this game...waiting...) viola! The start roll! And the country disribution! |
| 02-08-2005, 10:44 AM | #5 |
Looking good man. Classic games like Risk should be available to the wc3 community, I'm in full support of your work here. One thing I'm worried about is that you might make the process of combat too long, and that players will become bored of not doing anything during the game's sometimes lengthy turns. I suggest adding some extra thing for the other players to do while this is happening.. although what exactly that would be, I'm not sure... EDIT: Just had a thought, maybe make a game option to enforce a veto system, so other players (maybe only available in a game with more than 5 players) can veto an enemy move...perhaps players only have a certain number of vetos or something... However I'm not thinking of a conventional veto, one which would actually require around an 80% majority of people against a move. So players can feel maybe ganging up on a certain player who's weak is wrong, so they go against it in the voting process. I'm just thinking if you wanted something for players to do, could be that, or maybe they can talk in a small UN arena or something... :\ |
| 02-08-2005, 11:53 AM | #6 |
Your oppinion is much apprieciated. I feel however, while a veto system sounds good in theory, it wouldn't quite work. For one thing, if players are ganging up on one player, then they would not vote their ally, but rather the already beaten and bruised player. Really the only thing that I might change is the dice rolls. I might make it so the game always rolls the highest number of dice possible, because choosing which dice to roll may become repeditive and lengthy, especially if they always roll the highest ammount anyway. I hope that the way I have set up the rolls will take that out... SORRY GTG ILL POST LATER |
| 02-09-2005, 02:02 PM | #7 |
Ok sorry about that cliff-hanger there! I realized that I almost missed my ride, so I had to get out fast. Like I was saying. I hope that the way I have battles set up will solve the problem of repeditive clicking. I am now trying to get the player to get the correct ammount of money from their countries. I'll check annother risk map to see what they did, because my map is not doing it right, even though the equations is so. 3+((countries-9)/3) OH! I see now! If the player has less that 9 countries, it subtracts from their income! whoops! That'll be fixed as soon as I get home, and then I'll continue making the battle system. Yeah, I feel pretty stupid for not noticing that yesterday. I hear that there is a large snow storm that's going to hit us tonight, 12-18 inches! I'll probobly be home tomarrow, so expect the battle system to be ready by that night. |
| 02-11-2005, 12:28 PM | #8 |
Ok, Now I'll be setting up the Phases for each turn so that I can get a quick run through with a friend for bugs. I haven't finished the battle system yet, but it's coming along. The income thing is fixed, as visible in the new multiboard! Check the screeny! New Screen Shot with cool new features I just added! Everything is now color coded! Including names! |
| 02-12-2005, 07:20 PM | #9 |
Guest | WoW. I am impressed, this looks really cool. |
| 02-13-2005, 04:07 AM | #10 | |
Quote:
I finnally fixed that pesky card system! Hurray! Now it recognizes sets of cards, so now I need to set the prize table for turning in a set. Hurray for the weekend, I'll post more progress tommarrow! NOTE: Even though I'm only mentioning one thing that I did, that's only my main accomplishment for the day. I also made some minor fixes to bugs that came up durring the process, and worked a little more on the Phases for each turn, but not much in that respect. |
| 02-16-2005, 06:16 AM | #11 |
Note: I love risk, and will probably get all the guys on my floor (im in college dorums) to dl this map, and war3, and we can start playing no mess games, but, i would like to make some athetic suggestions. 1) When handing out countries, dont tell everyone who gets what, they can see it on the map, and the way the map tells everyone looks really fruity (from screenshot i noticed this) This can be a random process, or picked, based on the hosts choice correct? It should be. 2) Battle system needs on/off feature for anything that is more than seeing who one the dice rolls, in a long game, it might be fun to watch for those big 44 vs. 33 armys, but for the 15 attacker vs 1 defender, ill be damned if i see anything more than: player 1: rolls 4.2.6 player 2: rolls 6 player 1: loses 1 unit, he still has 14 player 1: choses to keep attacking player 1: rolls 4,3,1 player 2: rolls 3 player 2: loses 1 unit, and has no more to defend with. player 2 loses (country here); player 1 has gained control of (country here) anything MORE obnoxious than this will make it tedious and unfun. dialog boxes are your friend? I think that most of the interaction will have to be dialog based yes? and your going to have to let us experts deside how many dice to roll, but you can also give a "roll as many as you can till you win" option, that will also ask you if you want to bail any time you lose like, 3 guys in a row, without killing any (your getting shit kicked outa u by that pesky defender) defenders need no # of dice choice, because it is ALWAYS to the advantage of the defender to roll 2 when possible. They should have no options when being attacked, only the attacker should have options. I'm sure your doing this, but make the multiboard pretty; right now it is ugly. I don't know how you are displaying units, but my suggestion is to have footmen represent 1 army, a breaker represent 3, and a knight represent 5. For the system, i would use display them on the country they are at, and give the buildings at the country a 2 item inventory. First slot would be for whoever owns it (a player item) and second would be the number of units at the place. The count only needs to be changed when a unit is: placed, killed on attack, killed on defend, or moved. if there is ever a time when 0 units are there you should display an error, as this cannot happen, and shows that something is fataly wrong. (ie. you need to leave 1 behind when attacking) an attack should basically consist of clicking on a region you own, clicking on the attack ability you have no doubt given all the regions (hopefully this is the kind of system you developed...) then clicking on a place you want to attack, This part would be a little tricky, because you would have to make up 42 arrays, each for an array of valid... XXX <- screw that, just thought of something better. Make 42 spells. with names like "attack ural" "attack northeast united states" ect. you get the picture, then make the trigger w/ event "a spell is cast" and then its if/then/else city, but after that trigger is done, you got everything all set :).... Hell. I should make this map.... evil grin :o Anyway.... ill wait to see what yours looks like, if i like wont bother, otherwise, ill be making some competetion O_o |
| 02-17-2005, 02:12 PM | #12 | |||||
First of all, thank your for you suggestions, they will be analyzed because I am bored right now and have nothing better to do(at school). Quote:
Well, the system will work like this. The current version only allows for the "Classic RISK" rules, IE random distribution of land. Once I have a working version I will insert a voting system at the start of the game for 'house rules'. Such rules will include a "Fast Game" rules, which use an alternate card table and starting armies. Quote:
Quote:
The number of dice to roll is ofcourse allowed, because the point of the map is to be as close to the real game as possible. I had been thinking about putting in the option to always roll 3 when able, but I feel that having something do "Always roll 3 until you lose atleast 3 units and not killed 1 yet" would be a waste of programming, and not worth the effort when the player can make the decision himself. If the player wants to stop after losing 5 guys instead of 3, i would need and entirely new ability for that. The system I am setting up, while it may not be as fast as auto-rolls, gives that player much more flexibility and realistic play. Quote:
Because each country needs atleast 1 unit on it from the start, i take away gold equal to how many countries you own, then place 1 army on each country. Ownership is shown by color only, as the player owns the building itself because the building recives the "Declare Attack" abilities durring the attack phase. Units are show as such: 1 Army= Rifleman; 5 Armies= Knight; 10 Armies= Steam Tank A temporary system adjusts the ammount of units every 1 second, but this is annoying. It needs to be this way until I fix a slight bug when I have it the other way. I'd like to elaborate more, but I'm out of time for now, BYE! (One day passes) Ok I'm ready to continue. Quote:
LoL, Ok yes that is exactly the system I have made. I've set the program to set the countries into "Attacker" and "Defender" variables, and now only need to make the dice rolls. I have started this, but it's really just kind of a long, annoying process of if/then/else that is hard to debug, so I want to do it right the first time. I'll post up a picture of the board's Unit-display system. See posts below: |
| 02-19-2005, 05:39 PM | #13 |
Guest | You should make it so that you can choose to have the countries randomly distributed or you pick them, that way you could do continent v continent battle. |
| 02-20-2005, 04:27 PM | #14 | |
Quote:
I don't understand what you mean by "continent v continent battle" For anyone who has played RISK in a large group before, I'm sure many of you realize that random distribution ussually results in a more fun game. Otherwise, many people will just try to take a different continent than the other players, resulting in an easy win for anyone who takes NA, SA or AU. In my oppinion, choosing the countries would be a little hard to program, and not worth it as many people would just play with random countries. But like I said before, I want at least one working version before I add in 'house rules'. If you have rules you want implemented however, please feel free to post, because I am always looking for new ideas. Ok! Here is that picture I promised! One note on this. The game does not allow "Pile-ing up" of infantry to confuse enemies, it automatically puts units into the least possible units. : ) |
| 02-20-2005, 05:10 PM | #15 |
And I know that some of you will complain about timers. I'm afraid that the timers at the beginning of the game are hard coded, so that if you finish the laying down of troops early, you will just have to wait the remaining seconds for the game to finish the loading process. I'm not sure if I said this yet, but HURRAY! I FIXED THE CARD SYSTEM! I have this week off, so I'll be working day and night on it until it is done. I currently am: Making it so you get +1 unit for owning the territory on the card. |
