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[Adonthell-minigame] Re: Mini-game (fwd)


From: Nezumi
Subject: [Adonthell-minigame] Re: Mini-game (fwd)
Date: Wed Feb 6 22:45:02 2002

Reading through this I see that you have some sort of game already in your
mind, I am talking about a type of game you already play?

Anyway, I am thinking chess, or something like chess. The reason for this is
that each piece in chess has its own strengths and weakness. The player goes
out and gets "reagents", each has its own strengths and weakness, now we use
each type in the game linked to rules. Say a wind "reagent" can only move
four squares at a time. A fire "reagent" can move any number of squares but
only in a certain direction.
The easier to find "reagents" are the weaker pieces in the game and the
harder to find ones are the stronger.

On the size of the board, how about controlling it?s size equal to the
strength of the players strongest "reagent"?

These are just ideas I have floating around in my mind. I would need to sit
down at a later stage and work out the details. But first we would need to
agree on all the reagents possible before we start on the hard stuff.

Oops, almost forgot. Hello, how are you.


----- Original Message -----
From: Nezumi <address@hidden>
To: <address@hidden>
Sent: Monday, February 04, 2002 19:45
Subject: Mini-game


> Sorry for the delay in getting back to you.
>
> For the sake of these emails, Nezumi is going to use first person.  It'll
> probably be easier to work together that way.
>
> Okay, let's get to cases.  The basic concept I'm working with is a board
> game with customizable pieces that ties into the
> magic/alchemy/blacksmithing system.
>
> In the game, the concept of the magic system is that spells are made via
> recipies, combining a number of items to make the spell happen.  If you
> like, I can
> forward you a copy of an email where Kai Sterker, the project leader,
> discusses this idea.
>
> Regardless, the part we're concerned with it that spells (or in the case
> of human and dwarf characters who cannot use magic, alchemy and
> blacksmithing respectively) require the use of a reagent.  Typically, a
> stone of some sort.  Catseye, jade, whatever.  These would be found
> throughout the world, bought in shops, won off monsters, etc.
>
> These are the playing pieces for the game.  Each would have different
> properties, the details of which I haven't yet worked out.  You need not
> play the game to get through the story, but you can win neat reagents that
> you might not be able to get, or at least not easily, elsewhere.
>
> That's all that I have that's set.  Everything else is just possibilities
> right now.
>
> What I'm thinking of is a grid, like a chessboard.  You have a dividing
> line in the middle and you place a certain number of pieces behind that
> line.  Then you play the game from that position.
>
> The board would have variable size depending on the skill of the player.
> The game would keep track of how often you win, by what margin, and what
> prize is at stake, and gauge its difficulty accordingly.  Such as a 6x6
> board for beginngers, up to a 10x10 board for more advanced players.  This
> keeps the game from being a total snap for people who pick it up quickly,
> yet never gets too hard for people without an affinity for the game.  It
> also prevents people playing the second time through from just wading
> through it.
>
> I haven't decided on the various abilities, or how they'd affect the play
> of the game, nor the victory conditions.  I'm not even totally wedded to a
> square playing surface.  Basically, these are possibilities that I've come
> up with since our meeting on Saturday and the ML discussion for the few
> days leading up to it.
>
> So, that's enough exposition.  Do you have any thoughts, or questions on
> what I've got so far?
>
> --
>                       Nezumi * address@hidden
>   "Eat or sleep or mow the lawn, just fuck your uncle all day long." --
> Title of the last Adonthell dev meeting
>           http://www.kekkai.org/nezumi/
>




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