Charles Schaefer on Wed, 28 May 2008 22:18:01 -0700 (MST) |
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Re: [s-d] Proto: Paprika |
1. I volunteer for this experiment. 2. There is a spoon-calvinball list (but there is no spoon). 3. I think we should consider making the field match framework more general. Not all games will require a priority list, some might have actions processed simultaniously. Also, some games might not even need a field. We could just have a generic Subgame Match. I'll try to write up a good proposal for this next nweek. 2008/5/28, Jamie Dallaire <bad.leprechaun@xxxxxxxxx>: > > Not a proper version of the game including the mechanisms for secrecy or > some dm or dm-bot. Just a set of rules by which the game of Paprika could > be > played in the Field Match framework (which would require modifications for > private displays and such of course). Please suggest modifications/discuss > them as I will be attempting to run an informal game with whoever wants to > volunteer to play it (just 3-4 players would probably be best at this > point) > and tracking all private displays as well as the true gamestate openly on > my > page of the wiki (or elsewhere if that works better). I guess I will start > in a few days, maybe around the start of next nweek or whenever it looks > like no one is suggesting huge changes/I have the time to do it. > > I'm not worried about wording or minor technicalities at this point. > > Paprika Field Match > ----------------------------- > > *Field:* 8x12 square (not a torus!) with squares in both diagonal and > cardinal directions adjacent. The Field is Turned at every occurence of > 00:00 UTC. > > *Displays:* Each Player has eir own Private Display of their Perceived > Gamestate (including the Field and Field objects, as well as the Priority > List). There exists no publicly-available Display, though one showing the > True Gamestate will be available for the practice. > > *Victory:* a Player wins when their Avatar reaches (in the True Gamestate) > the top row of the Field. > > *Priority List:* Randomly-determined at the start of the game, setting all > Avatars in order. Priority List may change thereafter based on certain > invokable actions. The effects of actions (all are invokable) occur in > order > according to the Priority List when the Field is Turned. All other Field > Objects stay at the end of this List, permanently (there but they might as > well not be). > > *Dreams vs Reality:* Each Player is, on any given nday, in Dream > (Sleeping) or in Reality (Awake, Waking). Each Players Waking/Sleeping > state > is determined randomly and independently at the beginning of an nday and is > never revealed to the Player (well excep tin Practice...). Actions taken > while Awake affect the true Gamestate as well as the Perceived Gamestates > of the Acting Player and of all other Waking Players (unless anything else > prevents it IN ANY GIVEN PLAYER'S PERCEIVED GAMESTATE... such as a > Freeze-Ray). Actions taken while Sleeping have no effect on the true > Gamestate but do affect the Perceived Gamestates of the Acting Player and > of > all other Waking Players. Some examples: > > BobTHJ is, in reality, Frozen. Any actions he takes on his next turn will > not affect Gamestate. In his perceived Gamestate, he is not Frozen. He > thinks he can do whatever he wants. He takes an action: to move his avatar > forward one space. He sees his Avatar move forward, but the True Gamestate > does not Change. BobTHJ is Awake at this point. Hose, who is also Awake but > did not see BobTHJ get Frozen, sees BobTHJ move forward. Wooble is also > Awake but did see BobTHJ get Frozen. He does not see BobTHJ move forward. > LASD and all his Sleeping buddies do not see BobTHJ do anything. > > *Relativity: *All Actions are situated RELATIVE to the Acting Player's own > Avatar, individually in every Display. i.e. when an Avatar moves to the > right, any other Display in which this Action is Perceived will have him > moving to the right (if the Action doesn't fail in that display, see below) > regardless of where the Avatar is standing to begin with. For some displays > this might involve the Avatar falling into a hole, for other not, for > example. > > *Field Objects:* > - Avatars (one for each Player) > - Hole (Standing on one sets an Avatar's vertical coordinate down by 4 --- > this can send you under walls or any other field object) > - Springboard (Standing on one sets an Avatar's vertical coordinate up by 3 > --- this can send you over walls or any other field object) > - Wall (No Avatar may enter a square that contains a Wall) > > Besides Avatars, some of these Field Objects will be placed on the Field at > the start of the game by the Referee. More of some of these may also be > placed by Players during the course of the Field Match. > > Any Avatars which move off the Board (by moving, being pushed, > springboarded, holed, leapfrogging, etc.) or whose position cannot be > determined with certainty are returned to their initial square. > > *Invokable Actions (of Avatars)*:* *Anytime a Player declares he is taking > an action (at most once per nday (one of ANY action per nday, not one of > each)), that Action is taken. An Action is considered to be taken > regardless > of whether it truly affects gamestate (it wouldn`t if the player's > sleeping) > or of whether or not it fails (which it does if one of its conditions is > not > fulfilled). The only Global Condition is that a Player must not be Frozen > (i.e. any Action taken while Frozen fails). The following Actions along > with > any OTHER conditions associated are possible: > > - MOVE - Player's Avatar moves to an adjacent square in a specified > direction. > - Conditions: None > > - LEAPFROG - Player's Avatar moves two adjacent squares in a specified > direction. > - Condtions: There is another Avatar situated on an adjacent square in > the specified direction. > > - CUT THE LINE - Player's Avatar is moved to the top of the Priority List. > - Conditions: None. > > - CLEAR - Any Field Object(s) (other than an Avatar) in the adjacent square > in a specified direction ceases to exist. > - Conditions: There is at least one Field Object (other than an Avatar) > in the adjacent square in the specified direction. > > - DIG - A Hole is formed in an adjacent square in a specified direction. > - Conditions: There exist no Field Objects (other than Avatars) in the > adjacent square in question. > > - BUILD - A Wall is formed in an adjacent square in a specified direction. > - Conditions: There exist no Field Objects in the adjacent square in > question. > > - PUSH - An Avatar in an adjacent square in a specified direction is moved > 2 > squares in that direction (and is considered to step over the intervening > square... if the Avatar can move a single square but is somehow (e.g. a > wall) prevented from moving to the second square, he simply stops after the > first square) > - Condtions: There is an Avatar in the adjacent square in the specified > direction, and this Avatar would not be prevented by a Field Object (but > the > Avatar may be Frozen) from MOVEing to the first adjacent square to himself > in the specified direction. > > - FREEZE - Any Avatars (other than the Acting Player's) on the same square > as the Acting Player's or within a 2-square radius in a specified direction > (always specify a direction... the same-square deal always applies) becomes > Frozen and the next 2 Actions taken by each Frozen Avatar's Player Fail > automatically. > - Conditions: None > > - DUCK - The Acting Player's Avatar is unaffected by PUSH or FREEZE Actions > taken by other Players until the Acting Player's next Action is taken. > > - TILT - All Avatars are moved (if possible) one square in a specified > direction. > - Conditions: Acting Player did not take any Action during the previous > nday. > > - FOCUS - The Private Display for the Acting Player is updated such that > the > square containing his Avatar (in Reality, so this also reveals the Avatar's > location) and all adjacent squares reflect the True Gamestate. > - Conditions: Acting Player did not take any Action during the 2 > previous ndays. > > So... I think that provides a good bit of variety in terms of actions. If > you think any should be switched up or you have some cool new ones to add, > do say so please! > > If you are up for trying out an open non-secret game like I spoke of above, > please tell me and I will put your name down. We can change the dimensions > of the Field depending how many people we have, I guess. > > Finally, does my memory deceive me or is there an old calvinball listserv > kicking around somewhere that we could use for this in order to avoid > spamming our regular lists? > > Cheers, > > Billy Pilgrim _______________________________________________ spoon-discuss mailing list spoon-discuss@xxxxxxxxx http://lists.ellipsis.cx/mailman/listinfo/spoon-discuss