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Everything posted by Zomis

  1. Ever played the classic "Minesweeper" game? Minesweeper Flags is just like the classic game but reversed and played against an opponent, you need to grab more mines than your opponent does. With Minesweeper Flags Extreme, you can play Minesweeper Flags against 5 computer AI players, or in a local hot-seat game, or in online Multiplayer mode Minesweeper Flags Extreme Announcement thread of version 1.0 New features in version 1.1: - New graphic sets: Switch between Alan Bond's new graphics set and the classic Minesweeper Flags graphics from the Options screen. - Slightly improved interface - New computer AI: AI Loser - "Expander Rule" resets the game if open field is found before any player has found a mine. Can be turned off in options - Leave Multiplayer games and continue them at a later time - Animated bomb explosion with Alan Bond's graphics And lots of bug fixes and other features! Upcoming features for the near and not-so-near future: - Play custom games with various layouts, sizes and amount of mines, and various rules - New computer AI: AI Extreme - Lessons, practices and other fun challenges!
  2. After having made a turn-based Multiplayer implementation of Minesweeper Flags at my site, I want to go into real-time Multiplayer development. The turn-based Minesweeper Flags game can be found here: The easiest real-time multiplayer thing that came to my mind was to have two squares travel around the playfield. I've made it working, but it isn't synchronized. When player1's x-position is 110 for Player1, Player1's x-position might be 104 for Player2. Only 6 pixels difference, but in realtime Multiplayer it must be perfect. All players move 10 times per second - a local timer controls this movement. I'm working in Flash (ActionScript 3.0) and using a PHP script as the server. I've implemented it so that any command that a player executes (change speed or change direction) is first sent to the server, then being sent back to all clients. And then all clients execute the action for the correct player. So what techniques should I use to make my games synchronized? I don't want to send too much data back and forth all the time, there has to be a better way, right?
  3. After 6 months of intensive programming, I've now finished my first "real" official game: Minesweeper Flags Extreme Basically, it's a multiplayer version of Minesweeper where the objective is to find more mines than your opponent. Player take turns clicking on fields and the one who is the first to get 26 or more mines wins the game! You can play against 5 difficulty levels of computer controlled opponents You can also enter Online Multiplayer mode to play against any player who is online! There's also replays avalible, so you can see your own played games or games played by others! It's made in Adobe Flash CS3 Professional, ActionScript 3.0 PHP Sockets is used for online multiplayer support. [Edited by - Zomis on June 18, 2008 4:23:59 AM]
  4. Quote:Original post by d000hg I don't actually see how I'm supposed to find what version I have installed... from within FireFox I see no add-on or Flash-related settings, and in my "Installed Programs" in Control Panel I only see "Flash 9 ActiveX" which isn't helpful :) This site will tell you your installed version: (This site can be accessed from the right-click menu item "About Flash Player" when viewing any Flash file)
  5. Quote:Original post by d000hg It won't let me play; says I need Flash Player 9. Since I do Flash development I have a pretty recent version, so either you are using some very new release or something is wrong. Make sure that javascript is enabled in your browser as well. I've set it to require 9.0.45 If you do have javascript enabled and 9.0.45 or above, something is very wrong, in which case I'd really like to be notified.
  6. I've changed the layout of the menu lately, now also containing a little box which briefly explains what the game is about. I've heard from some that the user interface needs improvement. It's a statement I agree with, because I know that I'm not too good at designing interfaces. Because of this I'd really like to hear what you think of it, and suggestions about how it can be approved.
  7. Quote:Original post by WanMaster That's a great little game! I would love to play that on my mobile phone. Maybe it's there and I was unable to find it, but it would be nice to have a help screen in the game. For instance, I still don't know what the use bomb button really does.Thanks a lot :) I have no experience at all about mobile phone development, but I hope there are mobile phones which can handle Flash, if so then there might be a version for mobile phones in the future. There is no help-screen in the game yet, I planned on creating "Lessons" to learn people how to play the game, those were meant to only cover the basics of finding mines though. But creating one single help screen should not be much trouble. I'll work on that!
  8. I can honestly let you know that none of the AIs are cheating! I have spent countless of hours programming Hard AI. He sees exactly the same map as you do. But I know how you feel, he is darn lucky sometimes... But can most of the time be beaten with enough skill. But don't feel bad if you don't beat him that often, or at all, I know few people who beats him often..
  9. "A combination is a set of objects in which order is not important." Let's say that I have x objects, and I want to choose y of these objects. How many combinations can I get? Answer can be found on the site above, it's equal to: nCr(x, y), which translated into a programming language would be: function nPr(n, r) { result = n; for (var i=n-1;i>n-r;n--) result = result * i; } function nCr(n, r) { nPr(n, r) / nPr(r, r); // nPr(r, r) == r factorial (r!) } OK, so now we know how many combinations we can make out of these y of x objects. Now we want to find combination number z. How to do this? To show an example of what I mean, take a look at this function, and the explanations below it: function nCr_combo(n, r, z: int, arr: Array): Array { var combos = nCr(n, r); if (x > combos) return null;// Invalid combination number if (x <= 0) return null;// Invalid combination number // pick correct elements from array, depending on the value of x } So let's say we have the array arr = [a, b, c, d] And nCr(arr.length, 2) returns 4*3 / 2*1 = 6; // we have 4 items, we choose two of them Then nCr_combo(arr.length, 2, x, arr) equals, depending on the value of x: 1: ab 2: ac 3: ad 4: bc 5: bd 6: cd a found in 1,2,3 b found in 1,4,5 c found in 2,4,6 d found in 3,5,6 So if I call nCr_combo(arr.length, 2, 4, [a,b,c,d]) then it should give me an array with the 2 items [b, c]. (As the list above says, "4: bc"). And for another array, arr = [a, b, c, d] And we want three items: nCr(arr.length, 3) = 4*3*2 / 3*2*1 = 4;// 4 combinations nCr_combo(arr.length, 3, x, arr) = 1: abc 2: abd 3: acd 4: bcd a found in 1,2,3 b found in 1,2,4 c found in 1,3,4 d found in 2,3,4 My problem is: How to assign the correct items to the array to be returned? Code in any language is accepted (the targeting language will be Flash, ActionScript 3.0). Any mathematic thoughts about how to know which items to return are also welcome.
  10. This isn't so important, but it would be nice if someone could help me with it. I'm trying to make the above function work with an array parameter instead of an "arr: int" parameter. This is my implementation attempt. function ncrcombo3(x, r: int, arr: Array): Array { if ((r < 0) || (r > arr.length)) return null; if (r == 0) { trace("Mode 0"); if (x == 1) return new Array(); else return new Array();// failure } else if (r == arr.length) { trace("Mode 1"); return arr.slice();// All are included in solutions } else if (x <= nCr(arr.length-1, r)) { trace("Mode 2"); return ncrcombo3(x, r, arr.slice(0, arr.length-2)); } else { trace("Mode 3"); var o = ncrcombo3(x-nCr(arr.length-1, r), r-1, arr.slice(0, arr.length-2)); o.push(arr); return o; } } var n = 4; var r = 2; for (var i=1;i<=nCr(n, r);i++) trace(ncrcombo3(i, r, new Array('a','b','c','d'))); And here's the output: Mode 2 Mode 1 a,b Mode 2 Mode 1 a,b Mode 2 Mode 1 a,b Mode 3 Mode 2 TypeError: Error #1009: Cannot access a property or method of a null object reference. at flags_fla::MainTimeline/ncrcombo3() at flags_fla::MainTimeline/myfla::frame1() So first of all: The combination result seems to always be the same And secondly: The TypeError :/
  11. Thanks a lot for your code, ToohrVyk, I had some problems with the implementation but they're solved now. (All that's left is using an array of objects instead of plain numbers, but I think that isn't too much problem). Here's my implementation, ActionScript 3.0 (Flash) code function nCr(n, r: int): int { return nPr(n, r) / nPr(r, r); } function nPr(n, r: int): int { var res = n; for (var i=n-1;i>n-r;i--) res = res * i; return res; } function ncrcombo2(x, r: int, arr: int): Array { if ((r < 0) || (r > arr)) return null; if (r == 0) { if (x == 1) return new Array(); else return new Array();// failure } else if (r == arr) { var a = new Array(); for (var i=1;i<=arr;i++) a.push(i); return a; } else if (x <= nCr(arr-1, r)) { return ncrcombo2(x, r, arr-1); } else { var o = ncrcombo2(x-nCr(arr-1, r), r-1, arr-1); o.push(arr); return o; } } var r = 3; var n = 5; for (var i=1;i<=nCr(n, r);i++) trace(ncrcombo2(i, r, n)); gives: 1,2,3 1,2,4 1,3,4 2,3,4 1,2,5 1,3,5 2,3,5 1,4,5 2,4,5 3,4,5 The combinations wasn't in the order I expected, but since they're combinations, the order is not important ;)
  12. algumacoisaqualquer, seems like you're right. See the damage formula link below. Darkstrike, thank you very much for that link. I've noticed the "unit mathematical analyzis" which is also avalible on that site, here: . That seems interesting. I've found a link where the damage formula in Heroes 2 is exposed: So Heroes 2 and 3 is truly very similar at this point. About Terrain bonuses, I doubt that's the reason. I think that the terrain bonuses (which I have heard of from somewhere else as well...), are added to the creature's attack/defence skills. So there has to be another reason behind it (if it's just not pure human error - i.e. I have written down the wrong numbers that was shown on the screen, or pure randomness, or something else).
  13. I started thinking for some days ago, when I took a break of programming by playing Heroes of might and magic 3, then I realized that this battle system is just what I need for my future game development ideas! And so I started thinking, how do they work really? Pretty soon I found the important factors... The important factors are: (Source = The unit which is going to attack, Target = The attacking target/the defender) Source: Count Attack Skill Minimum Damage Maximum Damage Target: Defence Skill And the result, luckily the value isn't just randomised and then the effects is shown to the player, but in tactic combat you can see the randomisation range of how much damage is inflicted by your unit by hovering on the target. It says something like "Shoot Green Dragons (12 shots left, 100-200 damage)." I will call these values (100 and 200 in this example) Result->Min and Result->Max. I very quickly found out that the skills of the hero is added to the creature skills. So if you have a creature with an attack skill of 7, and it's hero has an attack skill of 5, then the creature will have an attack skill of 12 (7+5). After an hour or two I found out that the Source->Count value simply multiplies the result. A group of 10 creatures inflict twice damage than 5 creatures of the same type. And after finding out the above, I noticed that the values has to be fractional, because 100 creatures would inflict a minimum damage of 220 or so, while only one creature of that type would inflict a minimum damage of 2. So that "2" value has probably been rounded down from "2.2" However, I still haven't found out how the attack and defence skills are used. I have found out that the Result->Max is calculated from Result->Min and the values of Source->MinDamage and Source->MaxDamage in this fasion: Result->Max = Result->Min * (Source->MaxDamage / Source->MinDamage) But then I had to find out, what exactly is the formula of calculating Result->Min? Below I have a couple of attacks I've tried to analyze, but note that the creature's skills (Attack and Defence) has been modified by the hero's attack and defence skills. 100 Gogs (Attack 8; Damage 2--4) Wood Elves (Defence 8) Result range: 200--400 The above shows clearly that if Attack = Defence then Result is simply Source->Damage * Count. 100 Gogs (Attack 10; Damage 2--4) Green Dragon (Defence 21) Result range: 145--290 100 Gogs (Attack 10; Damage 2--4) Green Dragon (Defence 26) Result range: 120--240 100 Gogs (Attack 10; Damage 2--4) Green Dragon (Defence 30) Result range: 100--200 In these 3 battles with 100 gogs against green dragons, I notice a pattern. For each defence point that is added to the green dragons, 5 is substracted from Result->Min (and Result->Max is adjusted accordingly, making the Result ratio propotional to the Source->Damage ratio). But where does this 5 come from? Could it be as simply as Source->Attack / Source->MinDamage? Oh no, apparently not... 4 Efreet (Attack 16; Damage 16--24) Boars (Defence 12) Result range: 80--120 4 Efreet (Attack 16; Damage 16--24) Dwarfs (Defence 15) Result range: 70--105 In the above 2 attacks, the efreet does 10 less damage if the defence value is increased by 3. So instead of that 5 we had with the 100 gogs and the dragons, we now have a value of 3.3333, and I still wonder: Where does this come from? Or should it simply be ignored, is it of no importance? And so, a few more battles: 100 Wood Elves (Attack 10; Damage 3--5) Gogs (Defence 5) Result range: 375--625 3 Monks (Attack 13; Damage 10--12) Centaurs (Defence 3) Result range: 45--54 18 Archers (Attack 7; Damage 2--3) Centaurs (Defence 3) Result range: 43--64 This is just some battles I've been working with. I will start to work more with 100 creatures instead of just 3 or so... since fractional integers have that much of an importance. If you have any ideas for the formula/algorithm used in Heroes of might and magic 3, please let me know! And by the way, if anyone has any links to articles going through similar battle calculations in similar games (not only turn-based but also Warcraft, Starcraft, Age of Empires, etc.), I'd really like to take a look at them. They could be very interesting. Since the battle system is such important part of the game.
  14. Quote:Original post by CIJolly Yeah, it is an interesting problem. I've always wanted to know how Rome: Total War resolves it's combat calculations. I wouldn't have the mathmatical ability to sit down and reverse engineer it though.If you have time, then you could try to learn the ability. (And so apparently I've had waaaay to much free time lately). Unfortunately, I have never played Rome: Total War. But if I ever do, I might try to figure out that calculation as well ;) Quote:Darkstrike Googling yields what you essentially already formulated: every attack point over the defence gives +5% damage, every defence point over the attack takes away 2,5% of the damage. And this was the case for HOMM2 as well, so it sounds likely.Thank you VERY MUCH for solving that problem for me! I can't believe it was as simple as that... I did try to google before I asked here, but didn't find any such information. What did you google for, and which page did you found? Maybe there's more information there I could have use for. There's some occations where the 2,5% are instead between 2,33% and 2,88 percent or so, but I think that's ok anyway. (But of course, I wish I could find out the reason why it behaved like that...) Two of those special cases is: 100 Gogs (7; 2-4) Green Dragon (26) 100-210 Attack-Defence = -19 Result->Min = 50,00% of Source->MinDamage*Count -50/-19 = 2,63 100 Gogs (7; 2-4) Green Dragon (22) 130-250 Attack-Defence = -15 Result->Min = 65,00% of Source->MinDamage*Count -35/-15 = 2,33
  15. I wanted to make a horse racing game. Not a game with good graphics and so where you really see 3D horses race. Only a game where you have some images move from one side to the other side, and the first image to move to the right side is the horse winner. But of course, no game without problemes. The main problem for this game is to find a good algorithm for moving the horses. Each horse has some properties, the main properties are minmove, maxmove, totalmove (I am willing to change these properties, adding new ones or deleting some if I find a better algorithm). The first movesystem I had was that each horse moved between 1-10 steps each "turn" and that totalmove was 100. So each horse had to move 100 steps. That was the 'default' properties. The problem with this is that if you just increase the movement of the horse so it can move 2-10 steps each turn then that horse gets a big advantage. Instead of a 50/50 result with 2 horses and 100 races, it's about 75/35 result (there is a possibility that both horses win, hence the reason why it doesn't sum to 100) with 100 races and one horse has that little extra property bonus. So I thought that "Ok, I have to change this somehow. What about this alternative?" and I came up with this movement system: At the start of a race, each horse randomises a value (x) between minmove and maxmove. Then after x turns, this horse moves and then randomises a new value x, and then this repeats until the end of the race (when one or more horses has reached their goal). But then I noticed that this alternative was even worse than the earlier one, mainly because of two reasons: 1. The probability that two horses finish at the same time is close to zero. (Only happens in about 2 of 100 races for me) 2. The advantage of a horse with a 11-20 movement instead of 10-20 is way to big. A result of about 85/15 wins instead of about 50/50. And so, I come to you here and ask for asisstance. I'd like a movement system where the advantages of a small increase in a horse property aren't so high so the result of 100 races is 85/15 or 75/35, but about 55/45 maybe. When increasing a property more than 1, then of course the advantage should grow a little more. Any suggestions how I can modify my algorithms? Or any suggestion about an alternative one? Or any other questions or suggestions? Greetings, Simon from Sweden
  16. Zomis

    Unfair racing with horses

    Quote:Original post by TheAdmiral Sorry - I was using C++ notation for the floating values. By 10.1f-20 I just meant values continuously in the range [10.1, 20] (which is incidentally, almost equivalent to what you just described). My intention was to have the horse move x steps per turn where x could be fractional.Ok, then I understand. I think that would be the best solution, yes. I'm having a few more ideas in mind though, but as you said earlier "Let's keep it simple for now" ;) Anyways, my new idea was that each horse had a deltamove value, so that their next move is randomized based on their last move + a randomized delta value. So the deltamove value defines how much faster/slower the horse will go this turn compared to the last turn. Deltamove has a min and a max value of course. I'm not sure at all if that would be a good thing to add, I'm afraid it'd only make the racing be even more unfair. Quote:Quote:The problem with long tracks is that the longer the track is, the advantage for a "faster" horse grows - as the horse has more time to extend it's track advancement compared to the other horse.Again, we have crossed wires. By 'long track' I just meant a sufficiently large sample-space to produce a reasonable probability. As it turns out, I got this wrong anyway [dead] - as you say, the longer the track, the shorter the odds.Yes, so it seems like a track shouldn't be too long and not too short. But I think a value of 100 is quite good, at least for now. I've made it so that horses can have longer or shorter tracks (something like inner or outer track, or the track length can define which races they are allowed to compete in, and so on. So the track length will remain a variable - unless someone convinces me to make it constant.) Quote:Edit: I've had a think, but I'm still a little stuck.So am I, I'm afraid. I've also tried working with the probabilities lately. Quote:We've established that P(j) is the expected distance that horse (j) will travel each turn. We also need to take into account the length of the track, L, say. As I see it, the probability that horse (j) is the first one to the finish line is: P(j)win = P(j) has travelled L or more . PNo other horse has travelled L or more Is the "." notation in that equation a Dot product? Quote:The notation is getting a little unwieldy, but I'll persevere. Both factors are sums-to-infinity of Bernoulli random variables. I can get the first one into a closed form, but not the second. P(j) has travelled L or more = P(j) has travelled exactly L + P(j) has travelled exactly L+1 + P(j) has travelled exactly L+2 + ... P(j) has travelled L or more = (P(j))L + (P(j))L+1 + (P(j))L+2... P(j) has travelled L or more = ∑∞i=L(P(j))i P(j) has travelled L or more = (P(j))L / (1 - (P(j))) I'm in no hurry to type that out again. That last step is closure of a geometric series. I'm not so sure that the second factor generalises past the two-horse case, though: PNo other horse has travelled L or more = PNo other has travelled exactly L + PNo other has travelled L+1 + P has travelled L+2 units + ... PNo other horse has travelled L or more = ∑∞i=L 1 - (1 - P(j))i I feel I should step aside and let someone more qualified take over before my fingers drop off... Any takers? AdmiralThe probability part is indeed complicated, I'll continue to check wikipedia topics about this part. If anyone knows a good probability article that can be useful to me, please post it. My approach towards the probability problem is more like For horse i to win, horse i must have moved >= all other horses. And if H1 has a property (min-max/length) of 1-3/5 and H2 has 2-3/5. Then at turn 1 there's 6 probabilities: H1 1 H2 2 - H1 has 4 steps left, H2 has 3 steps left. H1 1 H2 3 - H2 will win no matter what. H1 2 H2 2 - H1 3 left, H2 3 left = Game equal H1 2 H2 3 - H1 3 left, H2 2 left = H2 has advantage H1 3 H2 2 - H1 2 left, H2 3 left = H1 has advantage (this is the only occation where H1 will gain a small advantage on the turn) H1 3 H2 3 - Both has 2 left, game equal. And then do a descision tree or something like that based on these values. I'm not sure if this is a realistic way, but since I'm not an advanced probability mathematician, I hoped that this approach could make me find a faster algorithm. None found yet though :/ I've found some other values that might be interesting in this problem, I don't know how they could be used to find a probability chance though... (L = track length, min = minspeed, max = maxspeed) Average turns to finish race = L / ((Max + Min) / 2) Min turns to finish race = L / Max Max turns to finish race = L / Min "TurnRange" (I don't really know what to call it, and I don't know what to use it for either... I almost don't even know what it actually calcs.) = (L / Min) - (L / Max) "TurnRatio" (same as with "TurnRange") = (L / Min) / (L / Max) (By the way, of course I want an algorithm that will work with more than 2 horses as well... but 2 horses is easiest to start with). I hope someone can continue to discuss this probability with me (TheAdmiral is very welcome!), 2 brains think better than one. Now I'm off to wikipedia to study some more so that I can understand those formulas to 100 percent... or at least 99...
  17. Zomis

    Unfair racing with horses

    Quote:Original post by Rockoon1 What about picking the ending order *before* the race, and then simply showing visuals that approximate that theoretical race? You could then, for instance, speecify that for some proportion of races 1st and 2nd place are involved in a 'photo finish' and then approximate that outcome visualy. Unfortunately, that is an approach I don't want to take. I don't want to randomize a random order based on n values (where n is the horse count in a race) I want to do a real race with real (or, err...computeristic) horses.
  18. Zomis

    Unfair racing with horses

    Quote:Original post by TheAdmiral The obvious solution would be to use floating-point values, so that you have an arbitrary resolution within which to define the bounds - maybe 10.1f-20 would produce fairer races.Yeah, I also thought about something like that after a while, I multiplied all properties (speedmin, speedmax and steps) with 10 on the first movement style, and then increased speedmin by 1 on one of the horses, the advantage result was much more satisfying. But what you mean with 10.1f-20, I'm not sure of.. And do you suggest on using floating-point values on the first or second style? (x steps per turn, or 1 step per x turns) Quote:Provided you are producing the random values correctly (i.e. uniformly) within their range, the expected displacement of each horse per frame would be (speedmin + speedmax) / 2. Assuming a long track, the same quantity scales up to be the expected average speed. Hence, if horse (i) has range [speed(i)min, speed(i)max] and we define:Yes, the random values are produced uniformly, of course. I don't see any reason why they shouldn't be that. The problem with long tracks is that the longer the track is, the advantage for a "faster" horse grows - as the horse has more time to extend it's track advancement compared to the other horse. So the factor "steps" should be taken in notice in some formula, right? Probably steps/(speedmin+speedmax)/2 Quote:v(i) = (speed(i)min + speed(i)max) / 2 for each horse (1...n) then the probability of horse (j) winning the race would be: P(j) = v(j) / ∑ni=1 v(i)Let's see if I have got the meaning of this equation: The probability of a horse to win the race (P(j)) is equal to the earlier equation divided with the sum of all the earlier equations (for each horse). But what does i=1 indicate in the above equation? (I'm planning on studying more Mathematics on university later, but I'm already now eager to learn more :)) Quote:It's possible to invert this equation so that you can define speed(i)min to fit predetermined odds, but it would probably be easier to rewrite the system in a more appropriate goal. Of course, we could go on and make the simulation as complicated as we wanted, perhaps with statistics for fatigue, pace anticipation, competitiveness and so forth, which would lead to a whole range of strategies, but let's keep things simple for the moment. AdmiralGood that you mentioned that it can be inverted, that's really something that I need to think of when balancing my game(s). Indeed it can get complicated, but that's definetly something for the future. The main project now is to make a decent, stable, balanced horse movement style. Thank you very much for your ideas so far, I hope you're able to respond to my thoughts above.
  19. Thank you, I must have been blind earlier..
  20. I'd like a way to find all posts posted by anyone (especially myself), is there any way to do this? I've tried the search function and searched for "Zomis" but nothing appeared. Thanks in advance, and thanks for a good site! Simon
  21. Zomis

    The Mole as a strategy game

    I'm sorry I haven't replied here before, I was suprised by the amount of replies in such a short time so before I had the time to think about a reply - new ones were added. Anyways, I don't really like the idea about implementing this in a (MMO)RPG, I like RPGs but MMORPGs is just a little bit too much for me... and the mole should have a limited number of contestants, I don't know any MMORPGs where there's a maximum of 14 players. And I think that sabotaging in a RPG would be much more obvious than sabotaging in a Strategy game. I could be wrong about all this though, I haven't played many MMORPGs. But I was a huge RPG fan once... It's true that experienced players could learn some tactics about what do look for in the mole. But still, the mole should have several ways of ruining a mission so that it still shouldn't be so clear. I think it all depends on the mission styles. A popular thing in the TV show missions is a "free pass" so that some player will make sure that he/she passes the question test, and isn't eliminated from the game this round. This is something that both the mole and other players would want to get (everyone wants to win the prize money, nobody wants to go home empty handed). And most missions seperate the players into smaller teams, so the mole doesn't always need to work too hard to sabotage a mission. An example strategy game mission could be that Team 1 has to save the base of Team 2, and when freed Team 2 must unite together with Team 3 in order to construct a mighty weapon, which will help to destroy the enemys base. While Team 1 must go back to a base after the rescue of Team 2 and gather many resources (where time could be one of the resources) in order to help Team 2 and 3 destroy the base of the enemy. If it's 2 players in each team, then this mission is perfectly made for 6 players. And in this case, maybe the mole could have partial unit control of the enemy their fighting against. A spectator-esque mode could be included in some missions yes, that's not a bad idea.. let's say all players would have some units and lead them all in a maze, first they get an overview of the maze - and the mole could get some hints from the game about ways to make sure the mission fails. And then when they walk through the maze, the mole will probably behave a little bit different than everyone else, or he would just try to follow the others so that he won't reveal himself. Xtlk, I'm not 100% sure about the layout of the game. But thank you very much for those example missions :) Derakon, thank you very much for your general tips! I think you bring up an essential point that exists in the TV show, in most missions all players are most often doing individual- (or smaller group-) related tasks, giving the mole a perfect way to sabotage missions. nagromo, I actually started with a "The Mole" Starcraft map. But since Starcraft didn't have any variables in the map editor (only switches), I estimated that it would require more than 1024 switches to make an 8 player Mole map the way I wanted to make it. And I didn't really want to copy and paste and edit 1024 switches and so, I dismissed that project. (But I actually made a 4-player version before dismissing the project, that 4-player version didn't work too well though. But I guess it's much easier to make Mole-maps in later games, like Warcraft 3 and Heroes IV, which has a more advanced script/trigger system. I haven't tried to make my own mole map since Starcraft though. One thing I did try to implement in my Starcraft map was that The Mole could ask another player if he'd like to be the new mole. The player who was asked about this could then walk into two different beacons - Accept or Refuse. So players could keep an eye for civilians who walked to the accept beacon, then maybe they would become the new mole. However, I don't plan to implement this in any new version of the mole, since it probably would make it more confusing than exciting. Dwiff, exciting ideas you have there! However, there is one problem. A mole which is mostly based on "super powers" like sabotage another players economy, etc. would just give the sabotaged player frustration, since he knows he's being attacked by the mole but how can he know who the mole is? And if you discover "The Mole" unit, then you're 100% sure about who the mole is. (unless the owner of that unit is hidden of course, in which case we're back on the previous spot - a sabotage without possibility of finding out who it is) And if you're 100% sure about who the mole is you just need to gather as much information about that player as possible in order to pass all the questions. Iftah, could you tell me what a RPG shapeshifter unit is? One thing which would differ between the TV show and a computer game would be that in a computer game, the mole should have a chance to win the entire game. This is something which isn't possible in the TV show (at least as far as I've seen). While in a computer game, when it's 2 or 3 players left (one of them is the mole), then maybe they all should attack each other like old fashion strategy games? Or how to give an option for the mole to win the entire game? If the mole doesn't get a chance to win the game, then how motivated would he be in continue playing? By the way, I just got another idea about an optional play style for The Mole games. You start off with all players, one is randomly picked as The Mole. All players should try to complete several missions, and for each successful mission they get a clue from the game about who the mole is. And after the clue they will have to answer questions about The Mole, and the one who knows the least about the real mole leaves the game. This would make it more important for the mole - he should sabotage as much as possible so that they don't get the game clues. But still, he shouldn't sabotage too much because then they'd all know who the real mole is. And by the way, the TV show is running it's fourth episode here in Sweden - the second episode was run this wednesday, and I still haven't a clue about who the mole is. And even if I had any clue about who the mole is, I'd have no clue about the rest of the questions you have to answer on the computer test -_-
  22. Players in The Mole must work together to complete various physical and mental challenges to build up a significant cash prize for the winner. One of them, however, is "the mole," a double agent hired by the producers to sabotage the efforts of the group. From the article "The Mole" on Wikipedia - Ever since I saw the first episode of the TV Series "The Mole" (see above link), I've loved the idea and couldn't wait for the next episode! Just think about the concept of the show: About 12-14 players arrive at a destination, none of them knew each other before. They will be together for a couple of weeks, all having a good time and having many experiences of life while going through a lot of challenges. But all of them constantly has one thing in their mind: Who is The Mole? And so I want to share this game idea with you, I will put much effort into finishing this idea myself, but of course I'd like feedback. Since I've loved playing strategy games before, and made one little turn-based strategy game my own, I will make also this one a strategy game (either turn-based or realtime, maybe a combination). A strategy game where the teams could be dynamically (depending on the current challenge), but in most challenges the players will team together against a computer AI controlled opponent. The units and "races" will be like the good old Warcraft 2 style. Archers, Footmen, Knights, Ballistas, etc. The biggest problem for me is, what kind of challenges/missions could be given to the players of a "The Mole"-strategy game so that each of the players are given the opportunity to try to sabotage the mission in a more or less discrete way? For a strategy game, The Mole can also be given special features or weapons - such as controlling parts of the computer AI, full sight on the map, extra resource bonuses, and maybe more. As you might have noticed, this is mainly ideas about the game project. But I personally think that it's a great game concept (or "game mode"?) so I will do my best to make it reality. Feedback and suggestions welcome :) Best Greetings, Simon from Sweden
  23. Zomis

    Down, But Not Out

    Your Straylight project seems very interesting, any more progress lately?
  24. Zomis

    Games that split your head

    Even though it isn't two players, it certainly splits your head and I think it perfectly fits this subject Found on (which does have many - both pointless and non pointless - games) My high-score is at about 30 seconds, the last 10 times I just played though, I just got about 20...
  25. Hi all, as you see I'm new to this forum. I've been programming Delphi for about 8 years, but I'm still learning many new things... I use PHP for my homepage (which is temporarily down due to a Linuxworm), and I also understand a bit C/C++. So, now to the question. I'm working on a Turnbased Strategy game. In this game, I have a 2-dimensional array of different terraintypes (defined as an integer), out of this array I want to create another array containing the 'zone'/territory that the specific map area belongs to. Currently, I have 3 different terraintypes, they are: Land, Water, Shallow (both Land and Water units can travel on Shallow, but no buildings may be built). The current mapsize is 32x32, but I will probably enlarge it to 64x64 or even 128x128 later, when I got the computer AI up and running and add more players (currently it's only 3, but I'm planning for 8). I have some ideas for how to implement these zone generations, but I haven't put it to life yet. - Option: Minimum Zone size constant (defining the smallest size of a zone) - Option: Number of Zones to generate (Minimum-Maximum) - Check number of different areas grouped together (floodcount) - Create lines between one areagroup edge and another, max 2 lines from each area, find shortest line to nearest areagroup of the same type. Seperate the two sides of the line into different territories. - If areagroup isn't big enough (Minimum zone size constant) then count that areagroup (or parts of it) as another areagroup type. (For example, imagine a small island - 10 map areas - surrounded by water, if the minimum zone size constant is more than 10 then this small island will be in the same areagroup as the water). Do you have any ideas about how I can put this into life? Any code examples will be very appreciated. (Delphi is preferred but C code is also accepted). I think my biggest problem with implementing my idea/ideas is within "Create lines between one areagroup edge and another", how to find those edges? And how to know where to draw the line? And what to do if the complete map is just plain Land? Hope you can help, Thanks for your time, Simon from Sweden
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