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#1
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
* this is the completed post i had tried to post several times over*
Title: Canyon Crossing Field : The field overall has the same paremeters as this years.Except no massively huge ball drop overhead, and no trigger balls. On the field in front of the player's station there is a seven foot high trough to score 13"balls in. In the middle of the field, there is a 3ft wide gap on each side there is a 1' high wall with a moderate ramp leading away. There also is a 5' high bar that starts at the begining of the red side's ramp and extends to the start of the blue side's ramp. At one end of the gap there is an opening on the red side and at the other end is the blue side's opening. The opening is wide enough for only 1 robot to pass through. Game Piece : on each side there are about 20 13"balls which are for the other side and are worth 5 points each FOR THE OTHER SIDE. The human player has 4 10 point 13" balls which he/she places on the field for the other alliance. The alliances are 2 robots per side. Robots : The robots have the same dimensions as this year. They have to cross the gap in order to retrive points though. They can cross either by traversing the Bar, crossing a "bridge" robot, be thier own bridge, or enter the gap on one side cross the gap, and exit on the other side. the robot may collect balls and score or herd to human player so that he/she may score. Human players place 4 10 point 13" balls on the field before auton begins. These balls are also for the other side. The opponents balls are worth points only after they have been scored for the opponent for five seconds, otherwise they are deducted from your final score at full value. Autonomous : Starts after HP places their 4 10 point balls for the other side on the field. Robot may do what it does for 30 seconds. Scoring: assuming we are RED 5 points for each 5 point red ball 2 points for each 5 point blue ball 10 points for each 10 point red ball 5 points for each 10 point blue ball 20 points for each hanging red robot in the gap. so have 10 red 5 point balls, 3 blue 5 point balls, 2 red 10 point balls, 3 blue 10 point balls, 2 robots hanging. We have (10*5)+(3*2)+(2*10)+(3*5)+(2*20)=131 Qualifying points are Winner get 2x loser's score and loser keeps thier as QP. Elims. are best of three winner moves on. ( I will try to draw this field layout up and post as soon as possible )Last edited by crazyone : 26-05-2004 at 10:03. Reason: Touch ups |
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#2
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
Quote:
to finish the field and post it, because on friday I graduate. I can say though I'm very close to having it complete. |
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#3
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
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Last edited by crazyone : 02-06-2004 at 12:42. |
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#4
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
i think most of the teams have fallen in love with the '03 and '04 games and are very interested in boxes and balls. there are very interesting ideas on this thread about the '05 game, but most of them have been built on the '03 and '04 competitons. my team was a rookie in '04 and we found it extremely interesting, but if the same patterns are followed, i dont think that any new thought would have been put forth for new stratergies.
i might be wrong |
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#5
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
I think it would add an interesting element if the game somehow involved those shape-sorting toys that you played with in pre-school. The one where you had the box with the different shaped holes on top, and you had to put the appropriate shaped piece into the matching hole.
http://www.babyheirlooms.com/product/shape_n_sort.cfm The different shapes could all be worth different point values. Teams could choose to build something to handle only one of the shapes, or go all out and be able to handle all 3 (or 4 or however many there are). |
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#6
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The shapes idea has already been thought of by another, smaller robotics competion in canada(skillz robotics, i think). i also think that sorting with a human player wud be kinda easy.
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#7
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
I read this somewhere on chiefdelphi along time ago (and I would give credit to whomever came up with this but alas, I cannot remember)
It was posted as a joke, "evidence" of next years game. The person had claimed to have found (at FIRST HQ) hundreds of the new game pieces; 2 liter soda bottles. I thought this was rather hilarious, but then I began to think. Soda bottles would be REALLY good game pieces, with their labels removed of course (or should they remain on for a potential sponsor?). They are cheap, readily available, and must conform to specifications issued by the bottling industry. They are also, tough. They are take considerably more abuse then balls for example. In addition, many strategies can be employed to handle these bottles, just examine a bottling plant, they are handled by suction manipulators, by self centering grippers that conform to the "lip" found just below the cap etc. And, in order to get that many bottles...FREE REFRESHMENTS (just kidding), maybe contact a local bottler to see if they would be interested in selling/donating unfilled bottles(if I remember correctly, they cost only about 9 cents each and the caps are another 5) Perhaps, these bottles could be collected and then funneled into smaller game pieces like boxes or bins with attached lids (think recycling bins) so the team could collect the bottles and put them into the larger boxes. Those boxes would be scored differently. I really donno what would make a good game. I haven't thought about it alot, but I thought I would tell y'all about the bottles. Perhaps they can be Incorporated into another's design. Best luck! -Andy |
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#8
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
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#9
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Re: [Official 2005 Game Design] OK, so YOU design the 2005 game...
I hate to bring up an old thread but...
I have an idea for an interesting game piece. How about something hanging, like from a pendelum. Here's my idea, a doughnut shaped gamepiece hanging on a hook which is attached to a long rope hanging from something high. This gamepiece would be very hard (but not impossible) to grab and would require innovative manipulator design. The rope when pulled, could activate say, a ball drop, or autanamous mode for the other team. Run with it -Andy |
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