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  • File : 1313088949.jpg-(83 KB, 346x500, thud-dwarf.jpg)
    83 KB Anonymous 08/11/11(Thu)14:55 No.15902571  
    So, /tg/, I had this idea about making a game that people could play in a tavern/on adventures.

    -4x4 grid. (Piece of leather, can be folded to make a purse)
    -1 Dragon. (Clay, look depends on the rules.)
    -3 Dwarves. (Clay, something like the picture.)

    One player is the dragon, the other is the dwarves.
    When the game starts, they are in different corners. The dragon makes the first move. Then 1 dwarf and so on. The dragon dies if he ends his turn adjacent to 2+ dwarves, while a dwarf dies if the dragon enters his square.

    Now here is what I was wondering about, should the squares that the dragon visited become inaccessible? In that case, if the dragon can't move for a turn he is dead. If I go with that the dragon will also be a rope with 16 clay sections that could be laid out on the squares for added effect.

    Just a thought.
    >> Anonymous 08/11/11(Thu)14:56 No.15902573
         File1313088973.png-(7 KB, 445x445, 1.png)
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    Setup.
    >> Anonymous 08/11/11(Thu)14:56 No.15902579
         File1313089007.png-(4 KB, 407x237, dragon.png)
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    Dragon.
    >> Anonymous 08/11/11(Thu)14:58 No.15902597
    Kind of fun. Why don't you just try it out with each rule?
    >> Anonymous 08/11/11(Thu)15:00 No.15902611
    >>15902571
    And you could call it Dorfs and Dragon.

    Does the turn order go:
    -Dragon
    -Dorf
    -Dragon
    -Dorf

    or

    -Dragon
    -Dorf
    -Dorf
    -Dorf

    Because that changes the dynamic quite a lot.
    >> Anonymous 08/11/11(Thu)15:00 No.15902617
    >>15902597
    I have no one to try it out with.
    >> Anonymous 08/11/11(Thu)15:01 No.15902628
    >The dragon dies if he ends his turn adjacent to 2+ dwarves, while a dwarf dies if the dragon enters his square.
    I'm guessing diagonals don't count as "adjacent", right? 'Cause otherwise, the dwarves could just hunker down in their starting corner and win automatically.
    >> Anonymous 08/11/11(Thu)15:03 No.15902639
    >>15902611
    Well, I was looking at.
    -Dragon
    -Dorf
    -Dragon
    -Dorf

    Because if all three dwarves move at the same time, it might be too easy.
    Then again, if the dragon renders squares useless, perhaps having all the dorfs move would be better.
    >> Anonymous 08/11/11(Thu)15:03 No.15902641
    >>15902617
    ;_;
    >> Anonymous 08/11/11(Thu)15:04 No.15902651
    >>15902628
    Start with one per piece per corner instead. Then none of the pieces have advantage.
    >> Anonymous 08/11/11(Thu)15:04 No.15902656
         File1313089469.jpg-(88 KB, 600x450, Dwarves1.jpg)
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    >>15902628
    Well, a dwarf has to move each turn. So, staying there might be hard.

    Unless I have all the dwarves start in different corners.
    >> Anonymous 08/11/11(Thu)15:04 No.15902658
    >>15902628
    i believe the dragon will always be able to be on the outside of the dwarves cluster. if i'm wrong please show me an illustration
    >> Anonymous 08/11/11(Thu)15:06 No.15902679
    >>15902641
    No one enjoys fantasy around where I live, there is also the fact that I live alone, on a farm, in the middle of nowhere, but enough about my Ranger-esque lifestyle and more about the game.
    >> Anonymous 08/11/11(Thu)15:06 No.15902681
    hmmm... this reminds me of THUD. Especially with the dwarf figurine in op's pic.
    >> Anonymous 08/11/11(Thu)15:07 No.15902693
    This game makes me think of THUD, from the novel with the same name by Terry Pratchett. Basically it's Trolls vs. Dwarves. I don't know if it have been made into a real game or only exists in the novel though.
    >> Anonymous 08/11/11(Thu)15:08 No.15902702
    >>15902681
    >>15902693
    THUDmind

    >>15902656
    >>15902651
    Cornermind
    >> Anonymous 08/11/11(Thu)15:08 No.15902703
    we should run a few simulation about is there an always win tactic or not
    >> The Bearded Bear 08/11/11(Thu)15:08 No.15902707
    >>15902658
    This actually depends on the meaning of "adjacent" which isn't obvious in this case. If diagonals are adjacent then the dwarfs will most likely win unless the player makes a stupid error. Otherwise it's basically impossible for the dwarfs to win unless the dragon makes an error.
    >> Anonymous 08/11/11(Thu)15:08 No.15902709
    >>15902693
    The game exists. As far as I know it's quite good actually.
    >> The Bearded Bear 08/11/11(Thu)15:09 No.15902718
    >>15902707
    Oh and b.t.w. this means the game is pretty much fucked in either case.
    >> Anonymous 08/11/11(Thu)15:09 No.15902720
    >>15902656

    i would paint and use that ram dwarf for any dwarf character, shit
    >> Anonymous 08/11/11(Thu)15:10 No.15902722
    >>15902703
    Alright, I'm down for some simulations since the always-win tactic thing was bothering me.
    >> Anonymous 08/11/11(Thu)15:10 No.15902725
    >>15902681
    >>15902693
    Thudmind. Anyway, i did a little bit of googeling, and i found this: http://www.thudgame.com/rules. I don't know what to do with it, but it might be interesting to check out.
    >> Anonymous 08/11/11(Thu)15:11 No.15902741
    >>15902707
    >>15902718

    What if the dragon also kills when adjacent?(Including diagonals)
    >> Anonymous 08/11/11(Thu)15:12 No.15902748
    >>15902707
    What if the dragon had multiple segments, but the dorfs have to be adjacent to his head?

    Also, making the square 5x5 might alleviate some of the problems with movement.
    >> Anonymous 08/11/11(Thu)15:15 No.15902776
    So I'm playing this on photoshop and have following rules:
    - Not moving diagonal
    - Adjacent means being in front and behind or above and below

    So far the dragon's been trying to corner a dorf but then the other dorfs would move so that, if he killed one he would lose right after that.
    So he moves back, dorfs try to surround him, back and forth back and forth.
    >> Anonymous 08/11/11(Thu)15:15 No.15902785
    >>15902707
    ah yes i understand now
    >dwarf dies if dragon enters square
    makes more sense to me if it were instead
    >dwarf dies if dragon ends turn adjacent
    >> Anonymous 08/11/11(Thu)15:18 No.15902805
         File1313090290.gif-(10 KB, 300x240, snake-game.gif)
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    Alright, I got another idea concerning the dragon.
    Say he is only 3-4 segments long, but the body segments has to follow the head in the same way that game "snake" does.

    The head kills when adjacent to a dwarf.

    The only way to kill the dragon is to have 2 dwarves adjacent to the head. (At the end of the dragon's turn would be impossibly hard)

    Adjacent includes diagonals.
    >> The Bearded Bear 08/11/11(Thu)15:18 No.15902808
    >>15902741
    Then the dwarfs are fucked. Whatever their position is he can manoeuvre to kill one without being close to two.

    >>15902748
    How would these segments work?
    >> Anonymous 08/11/11(Thu)15:19 No.15902823
    The dragon is three piece long, two tail pieces and a head, the head shoots fire at the square in front of him and two dwarfs need to be touching the dragons side to kill it.
    >> Anonymous 08/11/11(Thu)15:19 No.15902827
    >>15902808
    but the dwarves have the same amount of movement, and how does "not invincible" equal "fucked"
    >> Anonymous 08/11/11(Thu)15:20 No.15902831
    >>15902808
    >Segments

    They block the square on which the dragon was.
    >> Anonymous 08/11/11(Thu)15:20 No.15902836
    >>15902808
    Instead of having a dragon snake along on a string, you make little tokens, one for a head and the others for the body.

    Make him 5 squares long, maybe. Each time the dragon moves, you only move his head and place a body token where the head was.

    Also, I had an idea. The dragon's body can't be moved through, but if two dorfs were on opposite sides, they could cut through a body segment.
    >> Anonymous 08/11/11(Thu)15:21 No.15902842
    >>15902823
    This might work.
    >> Anonymous 08/11/11(Thu)15:22 No.15902852
    >>15902836
    >Cut through a body segment
    That is brilliant.
    >> Anonymous 08/11/11(Thu)15:23 No.15902860
    OP here.

    If we get this going, I'll make the set.
    3 dwarves, dragon, leather bag and all.
    >> Anonymous 08/11/11(Thu)15:26 No.15902878
    >>15902852
    Cutting through a body segment on the dragon would also limit how long the dragon is. I'm not sure what that would mean for the body segments left behind, though.

    It also makes sense with two dorfs needing to be adjacent to the head to win. They cut through it, y'know?

    >captcha: izoncen thinketh
    >> Anonymous 08/11/11(Thu)15:26 No.15902887
         File1313090792.jpg-(206 KB, 935x935, howpouttis.jpg)
    206 KB
    How about this?
    >> Anonymous 08/11/11(Thu)15:27 No.15902906
         File1313090861.jpg-(18 KB, 440x419, felix-bottlecap.jpg)
    18 KB
    If you're already in a tavern there's some easy Dwarf and dragon tokens for ya.
    >> Anonymous 08/11/11(Thu)15:29 No.15902926
    >>15902887
    The dragon got to move twice, though.
    >> The Bearded Bear 08/11/11(Thu)15:30 No.15902930
    >>15902827
    The dwarfs have only one third of the movement form what I understand from this her opening post...
    >The dragon makes the first move. Then 1 dwarf and so on.
    This means that each time the dragon moves you must choose two dwarfs to not move. meaning the dragon is just going to walk up to you, nab one dwarf when the other two can't stop him then repeat it two more times. Assuming he kills by proximity and doesn't need to move into the space. Even more so if diagonals are adjacent.

    Let's forget about the diagonals bit as they aren't that important here.

    Look at it this way, the dragon moves, no dwarfs are adjacent to him, one dwarf moves into adjacent, one is close enough to move into adjacent next turn.

    Now it's the dragons turn if he kills adjacent dwarfs now the first one is fucked if he kills after he moves he kills the second dwarf that hasn't moved, if there is a third dwarf there to stop him he just moves out of the first dwarfs way forcing the dwarf player to move the first dwarf or lose him next turn. And this can't be stopped because in that case there wouldn't be a third dwarf placed near enough to stop the dragon from killing the second dwarf.

    The ideas with the dragon segments might actually make the game work though.
    >> Anonymous 08/11/11(Thu)15:30 No.15902934
    >>15902878
    Should the dragon be able regenerate?
    Mybe if he ate a dorf or should he get larger overall when eating a dorf?
    >> Anonymous 08/11/11(Thu)15:33 No.15902950
    Move all 3, require all 3 to kill dragon?
    >> Anonymous 08/11/11(Thu)15:33 No.15902960
         File1313091204.png-(210 KB, 781x474, 1311445675829.png)
    210 KB
    Is there any way to run simulations for this game? Like a board game balancing program?
    >> Anonymous 08/11/11(Thu)15:33 No.15902966
    >>15902930
    Alright, say the dragon has to move in to eat + the segments cause a barrier wherever he has been.
    It would balance out for the whole 1 dwarf at a time thing.
    >> Anonymous 08/11/11(Thu)15:34 No.15902971
    >>15902930
    how would dragon segments fix the problem of dwarves not having enough mobility, unless their purpose is to decrease the dragon's mobility?
    >> Anonymous 08/11/11(Thu)15:34 No.15902977
    >>15902934
    I dunno, I'm personally against it. If the dragon is using his body segments to block dorf movement, the dragon player gains a lot after killing one dorf which is 1/3 of his win condition. It's a bit too powerful.
    >> Anonymous 08/11/11(Thu)15:35 No.15902979
    >>15902960
    Only if a programmer-bro makes one.

    >>15902950
    1 dies, game over?
    >> Anonymous 08/11/11(Thu)15:37 No.15903001
    What if the dragon kills 2 squares in front of him (fire), all three dwarves move once a turn and it takes a dwarf to move on to the head-tile to kill the dragon?
    >> Anonymous 08/11/11(Thu)15:37 No.15903002
    >>15902823
    Also, bringing this back up again, the "breathing fire" bit is genius.

    When you move the dragon, it breathes fire and you can point the head in one of the other three directions, but can't turn it until you move again.
    >> Anonymous 08/11/11(Thu)15:38 No.15903014
    >>15903002
    So the dragon only kills 1 square in front of his head?
    >> Anonymous 08/11/11(Thu)15:40 No.15903034
    >>15903014
    Yeah. This is assuming there's no diagonal movement in the game.
    >> Anonymous 08/11/11(Thu)15:41 No.15903039
    >>15903034
    What if there is?
    >> Anonymous 08/11/11(Thu)15:41 No.15903051
    >>15903039
    Then it would make more sense for the dragon to kill dwarves by entering the square.
    >> The Bearded Bear 08/11/11(Thu)15:41 No.15903053
    >>15902971
    Precisely. It doesn't let the dragon stay "in place" (walk back and forth between two tiles) because he is constantly blocked by himself, which makes it harder for him to position himself in a dwarf kill-spot.

    However if indeed the dragon did not kill by being adjacent that might be enough to overweight it specifically because, body segments or not, if the dwarfs manage to form a line of three or a reverse of their starting position (move corner dwarf one up and one left, which they can do before the dragon reaches them) then its up to two possibilities. Either they kill the dwarf because he just got close enough to a group of two of them, or he goes for one of the outer dwarfs but can't kill him instantly and giving the dwarf enough time to escape and reform the formation before he gets dangerous again.

    Now in this situation if we count in body segments this might actually cause the dragon to be forced into a position where he is killed, otherwise probably the dragon can retreat time after time until he is cornered.
    >> Anonymous 08/11/11(Thu)15:42 No.15903063
         File1313091770.png-(9 KB, 445x445, 1313088973514.png)
    9 KB
    >> Anonymous 08/11/11(Thu)15:44 No.15903084
    >>15903053
    So body segments are a go!
    >> Anonymous 08/11/11(Thu)15:46 No.15903104
         File1313092018.png-(12 KB, 531x373, Dragon.png)
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    >>15903063
    I drew up a dragon also except I added flames that take up their own square :D
    >> Anonymous 08/11/11(Thu)15:47 No.15903109
    >>15903053
    The next question now is: Diagonal movement or no diagonal movement?

    Also, how many body segments?
    >> Anonymous 08/11/11(Thu)15:47 No.15903111
    Assuming the dragon will be able to breath fire.
    Can he only kill the dorfs with fire or could he just eat the damn things?
    >> Anonymous 08/11/11(Thu)15:48 No.15903121
    >>15903053
    Diagonal movements are allowed.
    The dragon may only visit each tile once, after which it is blocked by a body segment.
    He dies if he is unable to move.
    Has to go on to a dwarf tile to kill.
    >> Anonymous 08/11/11(Thu)15:49 No.15903138
    >>15903109
    >Segments
    16, since that is the number of squares.
    >> Anonymous 08/11/11(Thu)15:50 No.15903142
    >>15903109

    Looking at these,
    >>15903063
    >>15903104
    I think head, body and tail are okay.
    Maybe not, if the dorfs should be able to cut the dragon anywhere.
    If they might only be able to cut the tail, for whatever reason, then that's okay, but without his body the dragon would be dead anyway.
    >> Anonymous 08/11/11(Thu)15:50 No.15903147
         File1313092231.gif-(256 KB, 187x110, 1312058911060.gif)
    256 KB
    >>15903111
    I think it's fair to say he an eat them if he moves into their square
    >> The Bearded Bear 08/11/11(Thu)15:51 No.15903153
    >>15903109
    >how many body segments
    Personally I think two or three is enough unless you expand the board. Without diagonal movement the dragon is in both cases restricted to the same movement patterns though. With four you get more restrictions but it might be a bit too much for a small board like this.
    >diagonal movement
    What about diagonal kills?
    >> Anonymous 08/11/11(Thu)15:52 No.15903165
    >>15902571
    >Now here is what I was wondering about, should the squares that the dragon visited become inaccessible? In that case, if the dragon can't move for a turn he is dead

    Saharan Razortail variety: Named for the desert terror, the Saharan Razorail hunts by flying far from its lair deep in the desert to any of the various oases in its territory, using its flame breath to flush prey out of cover. As it turns out, this regular burning of the dead vegetation at the oases is a primary reason for their abundant growth.

    This legendary beast is represented on the game board as leaving a trail of fire underneath it and below every square it moves through. Because the dragon can fly, it is unharmed by its own devastating ground attack.
    >> Anonymous 08/11/11(Thu)15:52 No.15903168
         File1313092334.gif-(25 KB, 285x300, image004.gif)
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    >>15903142
    I think the dragon should be a serpent.
    >> Anonymous 08/11/11(Thu)15:52 No.15903169
    So is this a bit like Snake where you die if you touch your own body segment/you die if you get cut off before boxing in something or reaching a side?
    >> Anonymous 08/11/11(Thu)15:55 No.15903210
         File1313092528.png-(12 KB, 445x445, 1313088973514.png)
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    If moving diagonal is allowed, then the dragon may pass through the dorfs.
    >> The Bearded Bear 08/11/11(Thu)15:55 No.15903213
    >>15903121
    Hurmmmmm...
    I assume dwarfs cannot go into tiles the dragon already occupied?
    My prediction is that in the move in which you place the first dwarf next to his head (or is it possible to kill the dragon using dwarfs on diagonals?) he kills it before you make the next move. I.e. no-win situation for the dwarfs.
    >> Anonymous 08/11/11(Thu)15:56 No.15903222
    >>15903210
    Wouldn't dragon would be dead in this case?
    >> The Bearded Bear 08/11/11(Thu)15:57 No.15903229
    >>15903210
    Doesn't that actually kill him? That image... It means he both started and ends his turn next to two dorfs.
    >> Anonymous 08/11/11(Thu)15:57 No.15903230
    >>15903210
    But then he dies on the next turn, because two dwarves are now adjacent to his head.
    >> Anonymous 08/11/11(Thu)15:58 No.15903246
    New question/topic: What would be the best way to turn this into a betting game?

    Dragon is dealer, and last person alive wins the pot? And if more than one dorf players manage to kill the dragon, they split the pot evenly?
    >> Anonymous 08/11/11(Thu)16:01 No.15903274
    >>15903246
    You know your priorities, man.

    If each dwarf is controlled by a different person, at least two of them have to cooperate to win.
    >> Anonymous 08/11/11(Thu)16:02 No.15903287
    >>15903246
    So how does the Dragon ever win?
    Also what's to keep the dealer from being a dick and just going after the person he doesn't like first?
    >> Anonymous 08/11/11(Thu)16:03 No.15903303
    >>15903246
    I think the two player's who kill the dragon split the pot 50/50. If the player's can't kill the dragon, split the pot dealer/survivor 75/25
    >> Anonymous 08/11/11(Thu)16:04 No.15903305
    >>15903287
    Doesn't matter, you are playing for money.
    It would work, though. The players pool money, "the dragon's hoard", and play for it.
    >> Anonymous 08/11/11(Thu)16:06 No.15903315
    >>15903305
    >You're playing for money
    >Doesn't matter
    What?
    >> The Bearded Bear 08/11/11(Thu)16:07 No.15903322
    And if there were 3 dwarf players how would they move?

    dragon -> dorf 1 -> dragon -> dorf 2 -> dragon -> dorf 3 etc?
    Dragons kills everything forever because he always knows who moves next.

    They have to decide between themselves who moves?
    How?
    >> Anonymous 08/11/11(Thu)16:07 No.15903323
    >>15903315
    He kills the guy he doesn't like, that guy doesn't get to share in the victory if the other dwarves kill the dragon.
    >> Anonymous 08/11/11(Thu)16:08 No.15903327
    >>15903322
    Yeah, it should be a 1v1 game.
    >> Anonymous 08/11/11(Thu)16:14 No.15903363
    PROGRAMMERBRO HERE.
    When you guys get a solid set of rules down, post it on 1d4chan or something. At that point, I will program something up and use my VAST KNOWLEDGE of artificial intelligence to run millions of simulations on game balance.
    >> Anonymous 08/11/11(Thu)16:15 No.15903370
    >>15903363
    >If we get a solid set of rules down
    FTFY
    >> Anonymous 08/11/11(Thu)16:15 No.15903371
    >>15903363
    >At that point, I will program something up and use my VAST KNOWLEDGE of artificial intelligence to run millions of simulations on game balance.
    "Does that mean you're going to brute force it?"
    "...yes."
    >> Anonymous 08/11/11(Thu)16:16 No.15903379
    Maybe two dorfs should move for every 1 dragon move?
    >> Anonymous 08/11/11(Thu)16:18 No.15903384
    >>15903371
    well, looking at it there's a very finite amount of moves. As far as I can tell you could just map out each sequence and see if the game is degenerate and to what level.
    >> Anonymous 08/11/11(Thu)16:20 No.15903405
    >>15903384
    Which is why I expected you were going to brute force it.

    Anyways, this kind of reminds me of Wizard Battle. That's a good thing, because Wizard Battle was badass.
    >> Anonymous 08/11/11(Thu)16:22 No.15903416
    >>15903405
    Wizard Battle?
    I don't believe I've heard of it. Care to explain?
    >> Anonymous 08/11/11(Thu)16:27 No.15903451
    >>15903416
    Only real thing it has in common is that it's a /tg/ homebrew with relatively simple rules and fantasy themes.

    http://suptg.thisisnotatrueending.com/archive/8941465/
    >> Anonymous 08/11/11(Thu)16:29 No.15903457
    >>15903363
    Brute force it....with ALGORITHMS! Nah, seriously though I got this bigass book full of algorithms for AI's and I haven't even used half of them. This is kind of a good chance to crack some out.
    >> Anonymous 08/11/11(Thu)16:29 No.15903460
    >>15903451
    speaking of which, we should archive this thread, too.
    >> Anonymous 08/11/11(Thu)16:32 No.15903470
    >>15903460
    No reason to bother til we have an actual rules set instead of just vague 'that'd be cool'-ness.
    >> Anonymous 08/11/11(Thu)16:40 No.15903533
    dragon-dorf-dragon-dorf,
    dwarves move up to 2, or diagonally?
    >> Anonymous 08/11/11(Thu)16:40 No.15903541
    >>15903470
    I disagree. We got the basis. It'd be good to have it in a format that can be unearthed a while later in case people decide to work on it.
    >> Anonymous 08/11/11(Thu)16:42 No.15903561
    >>15903322
    What if the Dragon could move twice, then a single player moves once, then the Dragon twice again, then another player?
    >> Anonymous 08/11/11(Thu)16:42 No.15903562
    -4x4 grid.
    -1 Dragon.
    -3 Dwarves.
    -Dragon leaves body segments that block off squares.
    -2 dwarves finish their turn next to the head = dragon dies.
    -The dragon kills when he goes into a dwarf's square.
    -Dragon's head can move diagonal and so can the dwarves
    -Turn order is Dragon,Dwarf,dragon,dwarf etc.

    Go ahead, Programmerbro, the stage is yours.
    >> Anonymous 08/11/11(Thu)16:44 No.15903582
    >>15903562
    Samefag, by the way.

    Bruteforce it so we have something to work with. If this ruleset works then yipdeeyayfuck we got ourselves a game, if not then we know that we have to keep on working.
    >> Anonymous 08/11/11(Thu)16:44 No.15903585
    >>15903561
    Maybe Dragons can only move diagonally, whereas Dwarves can only move in lines?
    >> Anonymous 08/11/11(Thu)16:47 No.15903610
    >>15903585
    Dragon would get stuck in corners like a champ
    >> Anonymous 08/11/11(Thu)16:51 No.15903643
    Anyone archive this yet, for posterity's sake, or shall I?
    >> Anonymous 08/11/11(Thu)16:56 No.15903705
    >>15903643
    You can do so if you wish.
    >> Anonymous 08/11/11(Thu)17:00 No.15903742
    >>15903582
    Why don't you try playtesting it?

    Boot up MSPaint and give it a go.
    >> Anonymous 08/11/11(Thu)17:04 No.15903791
    >>15903742
    A program would do every possible outcome in mere moments, showing us if the game is unbalanced.

    Plus, programmerbro showed interest in doing it.
    >> Anonymous 08/11/11(Thu)17:14 No.15903886
    >>15903791
    And you think he's 1) here and 2) going to get it done any time soon.

    How cute.
    >> Anonymous 08/11/11(Thu)17:15 No.15903895
    >>15903886
    I know, that is why I followed your advice and am currently playing.
    >> Programmerbro 08/11/11(Thu)17:16 No.15903905
    >>15903562
    Do the body segments block off even the dragon?
    Early in the thread somebody mentioned having a limited length dragon. Admittedly, I skipped about half the thread (read the first and last 25%), did that idea get vetoed?
    >> Anonymous 08/11/11(Thu)17:17 No.15903916
    >>15903905
    Make it block the dragon too.
    As for the length, there is no maximum for now. Just have him grow with each move.
    >> Anonymous 08/11/11(Thu)17:21 No.15903943
    Archival complete!

    http://suptg.thisisnotatrueending.com/archive/15902571/
    >> Anonymous 08/11/11(Thu)17:24 No.15903965
    >>15903943
    Nice!
    >> Programmerbro 08/11/11(Thu)17:58 No.15904275
    Right, so apparently I sold that book I was mentioning at the end of last year.
    Good thing I made up a semi-brute force algorithm in my head just now.
    >> Anonymous 08/11/11(Thu)18:05 No.15904325
    >>15904275
    Go Go Programmer bro
    >> Anonymous 08/11/11(Thu)18:08 No.15904345
    >>15904275
    Programmerbro, fuck yeah!
    >> Pharamualpha !!PIkGeQ80O8N 08/11/11(Thu)18:28 No.15904519
    Bump for Programmerbro
    >> Anonymous 08/11/11(Thu)18:37 No.15904623
    Dragon > dwarf 1 > dragon > dwarf 2 > dragon > dwarf 3?
    Seems like a very unbalanced game, the dragon has loads of turns to go and nom up any dwarf that just moved.

    Dragon > any 2 dwarfs > dragon > any 2 dwarfs

    Is a better idea, but does each dwarf have to move at least every-other turn then or can one dwarf idle around for X turns?
    >> Anonymous 08/11/11(Thu)18:41 No.15904665
    >>15904623
    Dragon>Anydwarf>dragon>anydwarf

    Anyways, we shall see how programmerbro's test does, then we can decide on a new mechanic.
    >> Anonymous 08/11/11(Thu)18:43 No.15904686
    >>15904665
    Hmm, that could make for an intresting game with strangers then, having to discuss who should go each turn

    and remember strangers, only two dwarves need to be alive at the end to get that treasure....
    >> Anonymous 08/11/11(Thu)18:46 No.15904709
    >>15904686
    But, it's a 1vs1 game, so far we have not decided on a more than 2 players mechanic.
    >> Programmerbro 08/11/11(Thu)18:51 No.15904770
    Good news: My rabbit figured out he can get my attention by pressing the red light on the power strip.
    Bad news: I don't save my work very often
    Bonus news: Visual Studio 2010 has work recovery for just this situation.
    Total progress lost: 5 minutes
    >> Anonymous 08/11/11(Thu)18:53 No.15904783
    >>15904770
    Is that fatal?
    >> Anonymous 08/11/11(Thu)18:55 No.15904800
    >>15904783
    We are not doing this game in FATAL. Our dragon's anal circumfrance is irrelevant.
    >> Programmerbro 08/11/11(Thu)18:56 No.15904809
    >>15904770
    You THINK that it isn't...
    >> Anonymous 08/11/11(Thu)18:57 No.15904818
    >>15904800
    I think it's pretty relevant, brotato.
    >> Anonymous 08/11/11(Thu)18:58 No.15904829
    >>15904770
    >Bonus news: Visual Studio 2010 has work recovery for just this situation.
    >just this situation
    "Hey man, this Visual Studio thing that we're working on, people are going to be putting a lot of time into making stuff, right?"
    "Right, why?"
    "Well what if somebody doesn't save very often and then his rabbit turns off the power to his computer?"
    "Good point, let's code a feature to prevent that from being a problem."
    >> Anonymous 08/11/11(Thu)18:59 No.15904837
    >>15904829
    I don't know why, but I lol'd.
    >> Anonymous 08/11/11(Thu)19:01 No.15904862
    >>15904770
    >Good news: My rabbit figured out he can get my attention by pressing the red light on the power strip.

    I lol'd.
    >> All-Thing 08/11/11(Thu)19:04 No.15904879
    This game has potential for /k/ommando friends in foriegn lands. I am monitoring this thread.
    >> Anonymous 08/11/11(Thu)19:06 No.15904907
    >>15904879
    Orly? In what way does it have potential?
    >> Bolle Pet 08/11/11(Thu)19:12 No.15904964
    I like the concept
    >> All-Thing 08/11/11(Thu)19:13 No.15904974
    >>15904907
    you could put it in a pocket and take it with you anywhere. Few pieces to loose that are easily replaced. Simple game is easy to teach. And it doesn't take much space to play. granted its not quite as versatile as a deck of cards but it still looks like fun.
    >> Programmerbro 08/11/11(Thu)19:31 No.15905146
         File1313105485.png-(30 KB, 678x343, dragon.png)
    30 KB
    Hey, look. The dragon is being a huge dick and encompassing all of the left/top walls, even though the code tells him to start in 1 tile????

    fuck you, dragon
    >> Programmerbro 08/11/11(Thu)19:34 No.15905172
    >>15905146
    >mfw because 0*[any number] = 0 and I just revealed myself to be the shittiest programmer/mathematician ever
    >> Anonymous 08/11/11(Thu)19:35 No.15905179
    >>15905146
    dragon confirmed for troll tier game peace
    >> Anonymous 08/11/11(Thu)19:38 No.15905212
    >>15905179
    >>15905179
    >peace
    >> Pharamualpha !!PIkGeQ80O8N 08/11/11(Thu)19:57 No.15905351
    >>15905212
    I think that was his way of saying goodbye. He's leaving and forgot to toss in a comma.
    >> Programmerbro 08/11/11(Thu)19:58 No.15905372
         File1313107127.png-(43 KB, 676x342, dorfs.png)
    43 KB
    I should have expected it from the dorfs...
    >> Anonymous 08/11/11(Thu)20:04 No.15905409
    There are under 10000 possible boards.

    It is trivial to brute force this game.
    >> Programmerbro 08/11/11(Thu)20:16 No.15905492
         File1313108185.png-(41 KB, 677x342, behaving!.png)
    41 KB
    Look! They're behaving! Now I can work on the AI!
    >>15905409
    Good, cause that's basically my plan
    >> Anonymous 08/11/11(Thu)20:21 No.15905559
    >>15905409
    Actually, the true number of meaningfully distinct states is closer to 1000.
    >> Programmerbro 08/11/11(Thu)20:27 No.15905625
         File1313108838.png-(43 KB, 677x342, tricky.png)
    43 KB
    I know why this is happening, I just wanted to share that our dragon is a shapeshifter.

    Clever girl...
    >> Anonymous 08/11/11(Thu)20:28 No.15905641
    >>15905625
    Dragon just went quantum...
    >> Programmerbro 08/11/11(Thu)20:44 No.15905780
    >>15905625
    Problem just came up. When does the game check to see if a dragon is surrounded? After each dwarf's turn, or after the dragon's turn?
    In between each turn? The game becomes pretty easy as worded here

    also the dragon keeps on growing heads DOES IT WANT TO DIE!?
    >> Anonymous 08/11/11(Thu)20:46 No.15905810
    >>15905780
    It's a trap!
    >> Anonymous 08/11/11(Thu)20:49 No.15905846
    >>15905780
    >The dragon dies if he ends his turn adjacent to 2+ dwarves
    >his turn
    Gotta follow the RAW, man.

    >the dragon will also be a rope
    >>15905625
    >I'm a frayed knot
    >> Programmerbro 08/11/11(Thu)20:54 No.15905916
    >>15905846
    I meant to link to >>15903562 which states
    >2 dwarves finish their turn next to the head = dragon dies.

    That's the RAW I'm using here, but by yours, the dragon can never lose, I think. No matter what, the dragon will always be able to eat a dwarf before it ends it's turn.
    >> Anonymous 08/11/11(Thu)20:57 No.15905952
    Just want to throw two thoughts out here:
    * Keep all alternate rule interpretations, use them as regional variations. The game is played in various places in the campaign world but different places often use different rules.
    * In the same vein, think of alternate creatures
    -Purple Worm + Kobolds
    -Serpent + Goblins
    -Kraken + Mermen
    >> Anonymous 08/11/11(Thu)21:01 No.15905996
    If it's going to be this simple, think of it as a fantasy tic-tac-toe.

    Pick an outcome you want to be the normal one, and then make sure it is possible to do something really dumb and have it not turn out that way.
    >> Anonymous 08/11/11(Thu)21:13 No.15906150
    So...How is it looking?
    Is the game broken and easily won?

    >>15905952
    I actually thought about 3 farmboys and a chicken.
    >> Anonymous 08/11/11(Thu)21:19 No.15906216
    >>15906150
    But this is a game for three players.

    Winner gets to fuck the chicken before supper.
    >> Anonymous 08/11/11(Thu)21:20 No.15906223
    >>15906150
    If one farmboy is adjacent to the chicken, he dies?
    That's a hell of a chicken.
    >> Anonymous 08/11/11(Thu)21:21 No.15906235
    >>15906216
    lol
    >>15906223
    Well, I just assumed they tripped, smashed their face and ran back to their mother. Then again, a chicken that kills little boys is cool too.
    >> Anonymous 08/11/11(Thu)21:23 No.15906252
    I'm just waiting for programmerbro to inform us whether the game is more or less balanced. As soon as I get confirmation I can either begin working on the game with some materials that I have, or we can debate some more about what mechanics are best.
    >> Anonymous 08/11/11(Thu)21:25 No.15906269
    >>15906252
    Dude, it's a game with like 1000 states, no randomness, and no stalemate condition.

    The hard part is figuring out what the rules actually are. Figuring out who wins every time and how to do it is easy.
    >> Programmerbro 08/11/11(Thu)21:25 No.15906279
    >>15906150
    Not sure. When I said I could start working on the AI, I lied, since the movement code is broken. "Ghosts" are created an time anything moves beyond the first time.

    So to pass the time until it starts working on it's own, I'm just staring at the code at yelling at it intermittently.
    Progress.
    >> Anonymous 08/11/11(Thu)21:30 No.15906338
    >>15906279
    A true programmer.
    >> Anonymous 08/11/11(Thu)21:34 No.15906381
    >>15902836
    >>15902852
    >>15902878

    Maybe it's too late for this sort of thinking, but maybe you just wipe the segments that aren't attached to the head off the board. So dwarves can cut through to get somewhere if they need to, but it gives the dragon more places to go.

    Dunno if dwarves would ever want to do that though. Also, in this case I'd say the head should stay alive no matter what happens to the body segments. Makes it a little more hydra-like though.
    >> Programmerbro 08/11/11(Thu)21:44 No.15906503
    Progress continues!

    Here is a snapshot of a few "turns" where only the dragon moves, with a dwarf starting right in it's face. It then proceeds to commit suicide upon the surviving dwarfs.

    0=floor, 1=dwarf, 2=dragon head, 3=body

    NOW that movement is all working, I can code a quick testing method (disclaimer: quickness not guaranteed)
    >> Programmerbro 08/11/11(Thu)21:46 No.15906527
         File1313113585.png-(48 KB, 677x342, ohitworksnow.png)
    48 KB
    >>15906503
    this is the image I meant to attach
    >> Anonymous 08/11/11(Thu)22:13 No.15906852
    Programmerbro, you are my hero.
    >> Anonymous 08/11/11(Thu)22:18 No.15906906
    -5x5 grid
    -unlimited length for dragon
    -he moves and that block becomes impassable
    -dorfs can teleport through walls to the other side
    -dorfs also lose if they are trapped and can not move
    -dragon also lose if he hit a wall

    more dynamic
    >> Programmerbro 08/11/11(Thu)22:38 No.15907076
    Yo dawgg, I heard you liked arrays so I put an array in your array so you can array while you array.

    The gist of what I'm saying is I am dealing with so many arrays.

    >>15906906
    You know, the foundation that I made for this could have editable rules like that, using an external script file (kinda like Dwarf Fortress, but much simpler)
    >> Programmerbro 08/11/11(Thu)22:40 No.15907084
    I am actually pretty pissed that I didn't use a linked list because GUESS WHAT, that makes testing a board to see if the dwarfs lose is a fucking breeze!
    >> Pharamualpha !!PIkGeQ80O8N 08/11/11(Thu)23:46 No.15907740
    Is this thing still being worked on?
    >> Programmerbro 08/11/11(Thu)23:52 No.15907794
    >>15907740
    Yes, I am making data structures that will store every possible everything.

    What I'm trying to say is, give me a night :/
    >> Pharamualpha !!PIkGeQ80O8N 08/11/11(Thu)23:56 No.15907838
    >>15907794
    exceedingly understandable man. Thanks for doing all the work that you've been doing! I just hope I'm on the board and see the thread for it's conclusion.



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