![]() |
Game trends
I have a theory. I'm new to Robotics, so please tell me if this is inaccurate.
I was reading (and hearing) about the past two games-2008 (Overdrive) and 2009 (Lunacy). In Overdrive, the main goal (as far as I can tell) was speed. In Lunacy, due to the low friction, you could not go too fast or you would spin out. My thoughts are, this coming year, there will be something to do with high gravity or something of that sort. If some veterans could tell me if the opposites has had any kind of trend before or if this is just a coincidence, it would be appreciated. |
Re: Game trends
There hasn't really been a trend; every time one develops, it's promptly knocked down. The only one I can see is game names; since 2005, they've been common phrases or words, or a pun on those (Triple Play, Aim High, Rack 'n Roll, FIRST Overdrive, Lunacy). Games have had themes in 2008/2009, but now that I've said that, there won't be a theme next year.
The longest-running trend was ball/odd object/ball, from 2002-2008; the orbit balls in 2009 stopped it cold. And Overdrive was "tortoise and hare"; you could go fast and get 2 points per lap or slower and 10 points per lap. The fastest hurdlers (the "slower" category) tended to win, but a good lapbot could really affect their performance. |
Re: Game trends
Quote:
As for the speed, the slower speed was a bonus, but it the concept was a race, from what I can tell. |
Re: Game trends
Yeah, I meant Overdrive. You're right about 2007's elements.
The bumper zone is something that's been around since 2006. A brief history of bumpers: Pre-2006: Bumpers are team-designed and included in weight and volume, which results in a lot of metal-on-metal impacts. Teams began designing wedges to defend against defensive robots, resulting unintentional tipping happening a lot. One match saw both alliances DQ'd for tipping. Bumpers aren't used by more than a few teams. 2006-2007: Wedges are outlawed and replaced by optional bumpers. They had to be in a bumper zone and had to be under a certain weight--and of a standard design. As a bonus, they were not counted in robot weight or size, unless they were custom, in which case they followed the same rules as before. About half the teams began using them. 2008-2009: Bumpers are now mandatory around some percentage of the robot's perimeter in the bumper zone. Overdrive had a contact penalty, yes--if you contacted a hurdling robot in its home zone. Other than that, standard "hard contact" rules were in force--no high-speed, long-distance ramming, no pinning, no intentional tipping, no entanglement. |
Re: Game trends
The only known trend in FIRST is the rise of unknowns.
Beyond that, there is always the chance they take ideas from the previous year to mockup game ideas for the new game. You'll never really know unless you were on the GDC yourself. |
Re: Game trends
very strong trend toward wheels and motors.
so far there hasn't been any walking, flying, hovering, levitating robots. hmmm.... there is that cirque du soleil guy on the GDC. |
Re: Game trends
Quote:
|
Re: Game trends
the only trend is that there is no trend... lol
|
Re: Game trends
Quote:
2009: Score Moon Rocks... Fast. 2008: Hurdle Trackballs... Fast. 2007: Score Ringers... Fast. 2006: Shoot Poof Balls... Fast. 2005: Cap Goals with Tetras... Fast. 2004: Collect Playground balls... Fast. 2003: Knock over the stack of bins... Fast. You will hear lots of crazy theories once the hint (or hints, as it has been in recent years) arrive/s. They will be largely wrong and occasionally humorous. Almost no-one will read the game hint thread through, so there will be lots of repeats. A good time will be had by all, and once kick-off arrives, it will be so obvious we'll wonder how we possibly could've missed it. :D Despite the "bump-to-pass" rule in the rulebook, I don't believe I ever saw that play out. Provided you weren't silly enough to think you could get away with stopping up the flow of traffic, it was the same as any other game. Contact was definitely acceptable, but the very nature of the game precluded the existence of "high-speed-long-distance ramming" as everyone was trying to Drive!Straight?turn!LEFT!? |
Re: Game trends
Quote:
|
Re: Game trends
Quote:
|
Re: Game trends
To add to what Billfred said, many teams had traction control, allowing them to NOT spin out, no matter what they did.
Also, 2003 and 2004 had HDPE as the surface in places. Very rarely would a robot be going so fast by them that it would become airborne. Not so much as in 2006, when a ramp structure had diamond plate on the ramp and Lexan on the top. (And some teams had unique ways of scoring quickly, those years.) |
Re: Game trends
Quote:
http://www.thebluealliance.net/tbatv/match/2002cmp_f1m1 and I remember hearing about a hovering vacuum cleaner serving as a placebo bot pre 2000 |
Re: Game trends
Quote:
Also I feel like we may see a spring loaded ramp like in FTC's Face Off last year. |
Re: Game trends
Quote:
|
Re: Game trends
Of the 10 past games, six of the games have included objects or field elements in which robots must navigate over or under. 2002, 2005, 2008, and 2009 are the only ones that didn't. I'm not sure you would say this is a trend, but I would be surprised to see yet another flat field in 2010. Start designing those 12" wheels!!!
|
Re: Game trends
Quote:
|
Re: Game trends
Quote:
|
Re: Game trends
Quote:
Additionally, going over Tetras was a real problem in 2005, I saw quite a few teams try to drive around the field and end up immobile due to getting caught up on a Tetra (either the large goal ones or the small game piece ones) Quote:
Also, breaking my own rule not to say stupid stuff but, yay, 900 posts. Interesting fact, in 100 posts the number of digits in my post count will equal my mental age. |
Re: Game trends
Quote:
2009:circle (orbit ball) 2008:circle (giant ball) 2007:circle (inflatable ring) 2006:circle (NERF ball) 2005:triangle 2004:circle 2003:square(i think) 2002:circle(also scoring receptacle design was recycled as trailers in 2009) 2001:circle 2000:circle You get my point. So, my guess is this year will incorporate a circle, square, or triangle. |
Re: Game trends
Quote:
As for the theme, there has always been a theme to FLL, remember, we are dealing with 8yr olds who have no attention span so the FLL game tends to be very story oriented to hold attention. |
Re: Game trends
Quote:
|
Re: Game trends
If we pay attention to everything that Dean and Woodie and Dave talk about when they are directing their attention to the potential and the impact that FLL, FTC, and FRC can make on changing the culture, it becomes very clear that trends run much more deeply than the playing surface or the game element or the slope of the ramp or its absence.
If you want an opportunity to gain some terrific insight into that vision and that commitment, attend an FLL event. Volunteer at the competition. Talk to the teams. Talking to their mentors is awesome and inspiring but if you talk to the students, you gain a very clear understanding of their grasp of what Dr.Flowers and Dean Kamen are saying. When you get that, then you understand FRC a little more fully. And then - you can begin to think about trends in a little different way. Jane |
Re: Game trends
Quote:
|
Re: Game trends
Quote:
Back on topic, it would be interesting to see a large change in a common rule this year, like a drastic change in the maximum size of the robot just to switch things up, its almost like we're in a rut here with the same size bots and the ball thing. Maybe I'm wrong but that would be neat. Also, there isn't really a color trend, i was thinking about that earlier... |
Re: Game trends
Quote:
|
Re: Game trends
Quote:
|
Re: Game trends
Quote:
|
Re: Game trends
FIRST games don't follow trends, although there are a few randomly repeating themes. However, there are some general "constants" and apparent trends in the overall FIRST program.
Randomly Repeating Themes: - Spherical vs. non-spherical game piece (with emphasis on FRC logo shapes) - Single game piece handling (2008, 2007, 2005, etc.) vs. Bulk handling (2009, 2006, etc.) - "Flat" floor (2009, 2008, 2005, etc.) vs. "Climbing required" (2007, 2006, 2004, etc.) - Expanding robot envelope (2008, 2007, 2005, etc.) vs. fixed robot envelope (2009, 2006, etc.) - An unusual feature thrown in to keep us off balance (2009 floor/wheels, 2008 "hybrid" period, etc., etc., etc.) General Constants (but never assume anything...) - 27' x 54' field (the basic field perimeter structure is re-used each year) - 3 vs. 3 matches (drivers stations are part of the basic field structure) - Max robot starting size about 28x38x60 in, 120 lb. (fit through standard door, fit existing crates, 2 students can carry, etc.) - Autonomous period, teleoperated period, end game (usually involves a different task) - A game that works for both rookie and veteran teams - A camera that tracks a target light/color to assist in acquiring the game piece - Achieving the basic game task quickly while being defended is the key to victory (duh!) - No water games! Apparent FIRST Trends: - Cost reduction via re-use of parts, smaller venues (set up by volunteers), self-transport of robots, etc. - Increased "value" for the money (more matches per event, more events per team, fewer teams per event) - Summary: Michigan District format. |
Re: Game trends
Quote:
Part of that might have been since 217's shooter was on the front of their robot, another robot that incurred under 217's intake could block their over-the-top shooter (2775 did this in an IRI mentor match). 1114's shooter was located farther from the front of their robot, so they could more easily shoot over the top of other robots. I have this gut feeling that I know far, far more about the functionality and scoring style of other team's robots than I ever should know. |
Re: Game trends
Quote:
|
Re: Game trends
Quote:
|
Re: Game trends
The real question is ... what are NASA's greatest challenges right now? What have they recently accomplished of great significance that can be simplified and quantified into a game? Additionally, what parts of those accomplishments are easily tailored in order to facilitate some of the other challenges facing the GDC, including improvements to the game format, regional competition format, and/or funding?
Ares I multi-stage rocket Water on the moon Therefore it's painfully obvious that we're facing an air, space, and/or water game this year. Time to get your spacesuits, goggles and bathing suits on! |
Re: Game trends
im feeling cones so its gonna be fast.
|
Re: Game trends
I think part of it will be driving by camera like is being done with the Mars rovers. The only question to my mind is would there be enough band width?
|
Re: Game trends
The Mars rovers are mostly autonomous. There's several minutes of delay in getting radio signals to and from; they can't be "driven". Only general directions can be given. Like "drive staight", and then the rover determines whether straight is save.
|
Re: Game trends
Quote:
Hmm. Now that would make for an interesting game. Delay the packets to the robot and back again by a couple of seconds. |
Re: Game trends
Quote:
-dave - |
Re: Game trends
Quote:
my $0.02 |
Re: Game trends
Quote:
No entanglement? http://www.thebluealliance.net/tbatv...8sdc_f1m3:mad: |
Re: Game trends
Quote:
|
Re: Game trends
Quote:
See http://www.chiefdelphi.com/media/photos/17356 |
| All times are GMT -5. The time now is 13:55. |
Powered by vBulletin® Version 3.6.4
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
Copyright © Chief Delphi