Comments (2)
Yo, heres what I have so far for the scenes. Basically what gabe wrote in the logic thing but in more detail. I'll finish the rest tmr or tonight
Gold collection phase: determines income and collect gold pieces
Income: is the net worth of the kingdom, determined by the things you control.
- one gold piece for each land hex you control
- one gold piece for each special character you control
- as many gold pieces as the combat value of each fort you control
- as many gold pieces as the printed value of each special income counter you control
When the gold selection scene pops up, it should have two buttons. One for collecting income and one for collectin gold pieces. (I think it should just be one since its basically the same thing). Determining the income also determines the number of gold pieces you have.
Clicking the determine income button will calculate the players income. This is based on the things above. Then the screen will show the players income gold pieces. And there will also be a back button to go back to the game board scene.
Objects needed:
hextiles
special characters
forts
special income counters
Functions needed:
calculateIncome()
Recruit things: add creatures to your army by drawing counters from the cup
There are three ways to acquire new creatures
- free recruits
- paid recruits
- trade ins
free recruits: you get one recruit for every two land hexes you control(rounding up) so you get two free recruits at the start of the game
paid recruits: you can pay gold pieces to the bank to buy recruits for your army. Each paid recruit cost 5 gold pieces, for a max of 5 each turn.
trades: for every 2 counters you return to the cup you draw one additional counter.
After drawing a recruit an image of the tile will show up and have two more button options. Either placing the recruit on the board or placing it on the rack. Theres a limit of 10 counters on each rack.
When the recruiting thing scene pops up there should be three buttons, free button, buy button, finished.
Clicking on the free button gives you a random counter determined by the number tiles you own.
When the counter image is shown they have an option to put it on the game board or the rack. We can have multiple images in this scene. Place on board and place on rack buttons will be disabled until you click on a counter piece. Clicking the place on board will open up another scene with just the gameboard and will ask the player to place it on a tile. Clicking place on rack will just add the image to the rack container.
Clicking on the buy button also give you a random counter and shows the same scenes but takes 5 gold pieces for a max of up to 25 gold pieces.
Clicking the finished back tells the server that a player is done a recruiting phase.
Objects needed:
All counter pieces
Rack
Bank
Gameboard
Functions needed:
freeRecruit()
buyRecruit()
tradeRecruit()
putOnRack()
putOnBoard()
from kings-n-thing-client.
Movement : all creatures and special creatures in your army may move.
Forts never move
- Each creature and special creature can move up to 4 hexes
- Swamp, moutain, forest , jungle count as 2 hexes
- All other ones counts one
- Don’t count the hex where your creature statrs
- Creatures can move individually or in stacks,
- Can only move during this phase, except when retreating
- Only 10 of your creatures can end a movement in the same hex
- Note: the 10 creature limit doesn’t limit a hex to 10 creatures. It
limits 10 friendly creatures. So there could be 4 stacks of 10 creature on a
single hex, each controleld by a different player. - If you move to a hex with enemy counters, you are pinned, meaning can’t
move. This also happens when your creatures enter a hex with faced-down/
face-up enemy counters. - Your armies can’t be pinned by bluffs. At the beginning you may ask the enemy to reveal a supported creature. If he cant you can continue to move.
- Each counter or stack must finish moving before another creature or stack can move.
Flying Creature
-
Only flying creatures may move to sea hexes, but they are not allowed to end their movement on one or else they will returned to the cup.
-
Flying creature can continue moving when you move to a hex with enemy counters, provided there are no enemy flying creatures.
- You must leave behind as many of your flying creatures as the
number of enemy flying creatures reveal.
- You must leave behind as many of your flying creatures as the
-
You can enter or pass a hex that contains the max of 10 friendly creatures.
-Only enemy units with combat values can stop your armies movement.
-Counters that move into unexplored territory must stop moving.When the movement scene pops up, it shows just the gameboard. And have johns higlighted pathing stuff to show what hexes they can move at. When a tile is clicked the have the option to either move an individual creature or a stack. Then they choose where they want to move. If they move to a hex with enemy creatures the combat phase will pop up.
Objects needed:
Creatures
Hexes
Functions:
moveSingle
moveStack
from kings-n-thing-client.
Related Issues (20)
- Doing too well.
- Issue with setup phase
- More instructions
- Connecting HOT 1
- Objective-C Modeling. HOT 1
- Saving scene state HOT 7
- Saving scene state
- Intimidation Feature HOT 1
- Couple of Ideas for Main Menu addition HOT 1
- Scaling down creature pieces. HOT 3
- Login Screen HOT 5
- Parsing Messages HOT 6
- Subclassing SPImage for each piece.
- CoreDataAccess
- Stored login.
- Path hilighting algorithm. HOT 1
- Game Lobby / Main menu
- Handle messages from server for various phases.
- Changing touch image methods.
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from kings-n-thing-client.