Daniel Lepage on 24 Dec 2003 00:26:43 -0000 |
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[spoon-discuss] Junk |
I have another section to this, which I'm leaving out right now, covering Parts. They're a lot like speeder upgrades - you find them in the junk and attach them to you, and they give you extra functionality. For example, Lithium Batteries might let you store more Energy, and a Big Stick might let you beat up other Robots.
No hit points, yet... Any thoughts? Here's the proposal: I protopropose: {{ __Rising from the wreckage__ Append to r1635 the text: {{A square A and a square B are said to be $TYPE connected if B either is the same square as A, or is $TYPE Consecutive to a square that is connected to A, where $TYPE is one of Rectilinearly, Diagonally, or nothing.
}} Create a new rule: {{ __Junk on the Grid__ {*(Environments:Grid:Squares)*}Each square of the Grid has a Height. Each square can also either be Open or Filled.
If a square of Height one becomes Empty, its height becomes zero. If a square's Height is ever zero, it immediately becomes Open.A Mound is a set of squares such that every square in the set is Rectilinearly connected to every other square in the set, every square in the set has Height greater than zero, and every square that's rectilinearly connected to a square in the set but not in the set has Height zero. [[i.e., a pile of junk squares surrounded by non-junk]]
If every square in a Mound is Open, that Mound Collapses - every square in it becomes Filled and has its height decreased by one, and all JunkBots in these squares are destroyed.
}}Set the Grid to have heights as follows, where the height of each square is the number given, and all squares are Filled except those with height zero:
{{ 1 4 0 1 1 5 5 5 4 0 0 0 1 0 0 0 2 1 0 0 0 0 2 4 0 1 1 4 2 0 1 0 1 5 2 1 4 0 1 4 1 4 1 4 2 4 0 0 1 1 2 1 0 0 2 1 0 1 1 6 6 7 5 0 1 5 1 1 4 3 5 2 5 1 0 1 4 0 1 2 4 2 0 0 0 0 0 0 2 5 1 2 4 0 1 0 1 0 0 5 5 0 1 0 1 4 1 4 0 0 0 1 1 4 0 0 1 1 1 0 0 }}[[This map was generated by taking an 11x11 grid of zeroes, throwing in 35 or so random 9s, and then averaging each square with its neighbors]]
Create these rules: {{ __Junkbots__ {*(Environments:Grid:JunkBots)*} Each player may own up to one JunkBot. JunkBots are Grid Objects.No player may own more than one JunkBot. A player who owns a JunkBot dictates what actions it takes; that is, the owner of a JunkBot may cause it to take any action it could legally take.
A Player who has no JunkBots may pay 10 points and 2 bandwidth to create one; the newly created one is owned by its creator and is placed on a random Empty square. If no such square exists, a random square has its height set to zero, and the Bot is placed there.
}} {{ __JunkBot Energy__ {*(Environments:Grid:JunkBots)*} Each JunkBot has a number of units of Energy.At the beginning of each nweek, the Energy of each JunkBot in an Empty square increases by 20.
When a new JunkBot is created, it has 100 Energy.No Junkbot can have more than 150 Energy; if a JunkBot has more energy than it is allowed to have, it loses energy until it no longer has too much.
}} {{ __Junkbot Abilities__ {*(Environments:Grid:Junkbots)*}A JunkBot can pay 15 energy points to move itself to an Open square adjacent to its location. A JunkBot can pay 20 energy points to cause a Filled square adjacent to its location to become Open.
A JunkBot cannot spend more energy than it has. }} }} _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss