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Re: [Official 2005 Game Design] Game Elements and Subtasks
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Originally Posted by ahecht
A good example of this was the 2001 MIT 2.007 competition, where the "field" was a giant teeter-totter, and the winner was the robot whose side was lowest at the end of the match. There were a wide variety of strategies, from extending weights to mobile jacks, but it was clear who won.
I'm posting this as an element because I have no idea how to design a game like this. Perhaps a giant teeter-totter in the middle of the field that had to be loaded up with objects from around the field that robots had to acquire in different ways (a heavier object might be high up and hard to get, for example).
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I'm actually working on a game that uses this idea, I'll post it in the main thread when I finish it.
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Ryan
FRC #5687: The Outliers [2015-?]
FRC #1995: Fatal Error [2007-2009]
FRC #350: Timberlane Robotics [2001-2004]
FRC/FLL volunteer since 2005
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