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DroidFreak36
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Thursday, March 9 2017, 7:44 am EST
HATPC Reborn Dev

Age: 28
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I have big news regarding the WIP game previously known as “Hexgame”. First of all, it now has a real title. From now on, it will be known as Ground. As far as my research has found, there is no other game called Ground. Of course, there are games whose titles contain the word ground, but I don’t think any of them can claim trademark infringement here. So that’s the title I’m going to use. If someone feels inclined to add it to the list of IG games, I’ll post all future info about it in that category.

As for why I chose that name, that’s because it pertains to a novel mechanic which I plan to implement. Rather than your resources being generated by special tiles (like bases in UniWar or villages in Battle for Wesnoth), your will earn resources based on how much territory you control on the map. You’ll gain an income advantage by literally gaining ground on the map, and the battle can be decided by a squabble over any patch of turf.

Here’s how the ownership of ground works:

Every unit has 3 concentric zones. The first is the tile it occupies. You always own the ground your unit is standing on. The second is its “zone of control” which is a zone of radius 1 around the unit (it encompasses the adjacent tiles) . Your zone of control removes enemy ownership from unoccupied tiles and it gives you ownership of a tile if there are no enemy zones of control on that tile. The final zone is your zone of influence. It extends 3 tiles out from each unit. You gain control of any tiles that are in your zone of influence but not any enemy zones of influence, but your zone of influence doesn’t remove enemy control if those tiles are currently inside an enemy zone of influence. So on a case-by-case basis:

Occupied vs Control – Occupied wins
Occupied vs Influence – Occupied wins
Control vs Control – No owner
Control vs Influence – Control wins
Influence vs Influence – Maintains current ownership

Occupied vs Occupied is impossible, since only one unit may occupy each tile.

For every tile you own, you get one unit of supplies (or one credit, if you prefer) per turn. If you’re part of a team, your team shares ownership of ground and the supplies/credits are distributed evenly between the team members.

Now, there’s one other big difference in how this game will work compared to UniWar and Battle for Wesnoth – unit summoning. In both of those games, you summon units on specific tiles, but in Ground you will be able to summon units anywhere on ground which you control – with one major restriction. You can only summon units which you have in reserve. Think of your reserves as a hand of cards – in fact, they were inspired by Scrolls, an online CCG created by Mojang. You can summon as many reserve units in one turn as you have supplies for, but if you run out of reserve units or supplies, you can’t summon any more. On every turn, you receive a certain number of random reserve units (set by the map-maker) and have the ability to sacrifice one of your reserve units. You have two options of how to sacrifice that reserve unit – either to sacrifice it for two reserve units or for an amount of extra supplies. Unlike Scrolls, however, the bonus to supplies is one-time, not a permanent increase to your income.

Upon being summoned, units have the equivalent of “summoning sickness” in Magic: The Gathering. This means that they are unable to move or attack on the turn they were summoned. They will still counterattack if attacked during the turn after they were summoned, but when summoned their turn is already used up. Another thing worth noting is that any extensions to your territory don’t take place until the end of your turn, so you will not be able to summon units in front of your frontrunners when expanding your territory.

So to sum up, “Hexgame” is now called Ground, you will earn supplies based on how much ground you control, and you will summon units which you have in reserve on ground you control. Like a hybrid between UniWar, Scrolls, and Risk. That’s a good 1-line description.




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Rictory for Ralkyon!

HATPC Reborn home page
jebby
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Thursday, March 9 2017, 4:39 pm EST
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Designing a game like this must be fun! Intrigued to see its evolution - make sure it gets lots of playtesting from other people.

I just noticed TotalBiscuit Twitch-streaming a game called Faeria - seems to be a cross between your game and Hearthstone. Maybe worth checking out for ideas.

shos
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Wednesday, April 5 2017, 4:28 pm EST
~Jack of all trades~

Age: 29
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Almost a month late, this is cooool.
I'll dig in over passover, I think. I should have the time, hopefully..


Mymop
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Sunday, April 9 2017, 6:10 pm EST
Your Friendly Neighborhood Mop

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shos said:
Almost a month late


Holy wow it's been a month already? Time really flies.


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DroidFreak36
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Sunday, April 16 2017, 4:39 am EST
HATPC Reborn Dev

Age: 28
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
pm | email
Sorry about the lack of news on this (and HATPCR) recently. Paragon kinda ate all of my free time. XD

I'll see what I can do about creating some news, but IDK how soon it will be. I think a good step will be getting a decent laptop so I can work on actually coding games at work. I'm a security guard so a large part of my work is spent sitting around anyways.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page

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