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Design parameters |
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[ Low graphic ( low internet bandwidth ] |
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[ No manual intervention ] |
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[ Large groups of players playing at the same time ] |
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[ Every one equally involved ] |
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[ Can be single player ( but multiplayer has time limit ] |
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Has to be a manual that everyone can see at the same time offline / Digital ( like a poster or manual ) |
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Has to be a screen that everyone can see at the same time ( no information asymmetry ) |
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Has to be one person operating ( controls can switch every X minutes / seconds ) |
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Needs some time limit / countdown timer ( 1 shot not many attempts ) ( the timer can also be counting switches) |
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Ideally no manual intervention required from a host / coach |
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The map has to be complex enough so that it's impossible for one person to figure it out and depending on the number of players the complexity of the manual should grow( offline) or the map should grow (online) |
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Teams should be able to see how other team scores |
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Temas should not be able to see other teams game play only scores |
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Admin should be able to initiate a stream ( using twitch etc) |
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Permissions to restrict teams to view specific instances only / admin can see across. |
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Game play needs to be viewed with the manual overlayed on the stream |
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Game theme - Battle ship / alien ship / submariners / find the virus |
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Playing against the computer |
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Poster has |
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Ships |
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X number of ships |
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Different set of movements possible in each turn (with Speed) |
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Movement in case there is partial damage |
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Direction of movement / movement pattern ( like maze) |
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Impact of different kind of ammunition |
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Cargo capacity in each ship |
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Speed impact in storm ( mapping table) |
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Ability to detect mines ( standard response) |
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Ammunition |
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Ammunition name |
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Effective blast range |
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Time to deploy |
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Radar |
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Type of radar [ floating baloons / satelite etc) |
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Error % |
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Storm / wind indicators |
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Time to deploy / redeploy |
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Lag parameters |
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Range |
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Game screen has |
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Simple mechanic - same thing should not have many variations ( variation is only in the story / map ], like In KTNE we had different modules etc, here its the same mechanic just a bigger map. |
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Tiled matrix |
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Ability to place a fixed number of radars |
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Ability to place ammunition |
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Ability to submit a turn |
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Wave / storm indicators |
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Algo needs to place the ships and track their movement per turn. ( ships have defined routes ( like mazes) and based on the radar picking up a signal it can be deduced based on the number of turns ) |
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Game mechanic |
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Guess where the ships are by putting radar / and requisite ammunition within x number of turns |
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Team needs to talk over audio bridge & submit turn or each one gets to submit his turn |
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Team members has a fixed number of ammunition |
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Point system associated to hits |