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Re: [Official 2007 Game Design] Game Elements and Subtasks
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However, one of the problems that I see with this is that an abundance of the Bumble balls in a goal may be too heavy for a robot to lift (also add in the weight of the goal itself). This can be seen as one of the hypothetical game's challenges that must be solved during the build process. Although, if each alliance only had one goal, then multiple robots could work together to try to attempt to raise the "chicken goal full of bumble balls" [doesn't that sound quirky?] into the air. Also, if I recall correctly, don't those things run on batteries? |
Re: [Official 2007 Game Design] Game Elements and Subtasks
I'd worried about bumble balls being crushed. They are plastic.
I was worried about price at first, but a quick search reveals the mini bumble can be found for $5-$10, not too much worse than the poof balls this year. FIRST would need alot of rechargable batteries at competitions for these. And alot of chargers. I like the idea though, the ball can run away! |
Re: [Official 2007 Game Design] Game Elements and Subtasks
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ANd actually the ending bonus would be the red and blue end zones and if the Chicken goals are captured and dragged into the end zones you get big time bonus points (it's not going to be easy to catch a small mobile robot and drag it back across the field to your home zone). |
Re: [Official 2007 Game Design] Game Elements and Subtasks
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Re: [Official 2007 Game Design] Game Elements and Subtasks
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Imagine the drivers getting frustrated while chasing a ball like we were in Atlanta. We were stuck in low gear so catching a free-rolling ball took a bit longer than it should. Imagine that multiplied by however many teams there are next year. I'm starting to like this Bumble Ball idea :D |
Re: [Official 2007 Game Design] Game Elements and Subtasks
If this isn't in next year's game then someone's designing one using it for an off season or Vex thing.
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Re: [Official 2007 Game Design] Game Elements and Subtasks
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Re: [Official 2007 Game Design] Game Elements and Subtasks
Ed if I catch your drift with the opposign human player controlled goals - thatwould be really cool. The human player could have a really significant impact on the game. This could be used with a lot of different game designs
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Re: [Official 2007 Game Design] Game Elements and Subtasks
I agree that moving goals would be great. I think it would be cool to have set paths for them, kinda like a PAC-MAN field, with different turns over the field. As for the human player seeing where there goal and the other goals are, you could have a system of lights setup in front of the human players telling them where the paths are, or if its technically sound, a screen with the paths on them.
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Re: [Official 2007 Game Design] Game Elements and Subtasks
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just FYI BEST robotics did a game called bumble rumble in 1994 http://www.bestinc.org/MVC/Game/Bumble_Rumble_1994 |
Re: [Official 2007 Game Design] Game Elements and Subtasks
The thing I like about the bumble idea, is that some of the traditional methods of ball manipulation couldn't be used, at least as effectively. The roller intake system would likely jam and choke, if it was able to even get a grip on the bumbles in the first place. And they might be able to shake their way out of claws.
I like the chicken goal idea as well, but I don't think you can have such a hard to score goal with such a hard to manipulate object in the same game without it becoming very low scoring. I think mobile goals ala 2001, 2002, and 2004 would be elusive enough, especially if the opposing alliance grabs them and starts to move them around. Or how about "bumble goals" that shake around as well? :yikes: |
Re: [Official 2007 Game Design] Game Elements and Subtasks
Going to 3 teams per alliance was fun in 2005 because of the level of teamwork that was required. This year I felt that you didn't need as much teamwork because it took just one good shooter and 2 bots playing defense to win which is why I would like to see 2 teams per alliance again. It would also allow for more field features and obstacles and allow for a more difficult challenge.
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Re: [Official 2007 Game Design] Game Elements and Subtasks
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To make it really interesting, allow robots to lift up goals, and even dump them out. Then teams would have to guard their goals from the opponent as the clock winds down. |
Re: [Official 2007 Game Design] Game Elements and Subtasks
Could there be a way to make the robots goals? Maybe have it required that each robot has "goal" on them, and then have teams trying to score objects by putting them on the other team's bot?
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Re: [Official 2007 Game Design] Game Elements and Subtasks
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