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Re: [Official 2006 Game Design] OK, so YOU design the 2006 game...
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#2
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My reasoning for making autonomous/regular modes simultaneous was that I think 15 seconds isn't really enough time to do things. (I saw one team alllllllmoooooossssst cap with the vision tetra during autonomous mode ONCE.) Also, with that, you don't have to make any special "autonomous only" tasks (like the magnetic hanging tetra). Last edited by tckma : 22-06-2005 at 14:38. |
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Re: [Official 2006 Game Design] OK, so YOU design the 2006 game...
While it is beyond me to design an entire game, I would like to provide one essential suggestion.
Dave said, in his opening post, that there is a "preference, but not a requirement, for a human player." I would request that the role of a human player become a requirement. I realize that Dean, in his opening speeches, often downplays--if not insults--the importance of physical adeptness in the context of society. This is very sad. As a webmaster, FIRST subcaptain, and ex baseball and football player, it seems to me that it is essential that FIRST does not forget that the well formed person is deficient in neither mind nor body. But that is a largely theoretical argument (and certainly it is inaccurate to suppose that all FIRST gurus share Dean's view, since Dave himself is a notorious outdoorsman--and, I might add, an inspiration for many of my 1073 teammates, who do FIRST in the winter and lead expeditions in the summer). More practically, I propose that it is necessary to include a strong human player role because it is important to remember that much of the importance in science and technology lies in the interfacing of man and machine. While both can operate in a vacumn (in the metaphorical sense--but, in the case of machine, in the literal sense as well), it is usually much better if they act in cahoots. That's why I feel that the best FIRST game I ever participated in was the 2004 challenge. The interaction between the bots (bar hanging, ball corralling) and humans (ball scoring) added a certain spark to the air absent in, say, the 2003 game. It really drove home that message of man and machine working together. So please, FIRST...no matter what Dean thinks of athletics, strive to keep human players actively involved. It doesn't mean that FIRST will be overtaken by jocks (one of the best shooters I saw in 2004 was bespectacled and wheelchair bound). It just means that the game will be more diverse and interesting. Thank you for all the great years. --Petey Last edited by Petey : 23-10-2005 at 17:15. |
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Re: [Official 2006 Game Design] OK, so YOU design the 2006 game...
hypno-bots
this year the human player must stand at the edge of the playfield, keeping his eyes open and facing the center of the field the first robot to successfully hyponotize the opponents human player, and get them to do the chicken dance, wins :^) extra points if you can also hyponotize the opponents driver, controller, and coach within the 120 seconds and a 3X multiplyer if you can hypnotize any member of the opposite team in auton mode ! |
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#5
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Re: [Official 2006 Game Design] OK, so YOU design the 2006 game...
My game is called Load n' Lock on the FIRST Shipping Dock.
The game features of allince of two robots each whio start out on a pair of docks with a ramp in the center. On the field there are three racks. One colored red located next to the red alliance. One colored white in the center and one colored blue located by the blue alliance. The are also two three slot racks located over the driver stations. The objects to be used are 44 gallon tubs similair to the ones used in Stack Attack and can only be recived from the human player. At the beginning of a match the robot has 15 seconds to seek out on their allince rack a vison tub, pick it up and place it on the overhanging allince rack.An alliance scores 25 bonus points for placing the vision box in the overhanging alliance station rack during autonomous mode. Whether the vison box is dealt with during Autonomous mode they are still required to move the vison tub from thier allinace rack to the overhead driver rack if no t they will suffer a one point deduction for failure to place the vision tub in the overhanging alliance station rack during a match. After the 15 second autonmous period the robot can retireve tubs and place them in the racks. Once a tub is placed in a rack that spot on the rack it's locked. There are nine loading areas on a rack and if an alliance gets more tubs on the rack they win the rack or as it is called in this game they lock the rack and get the bonus. Scoring goes as follows: An alliance scores 1 point for each tub placed in their own overhanging alliance station rack. An alliance scores 3 points for each tub placed in their own alliance rack. An alliance scores 5 points for each tub placed in the neutral rack. An alliance scores 10 points for each tub placed in the opposing alliances rack. An alliance scores 15 points for each tub placed in the opposing alliances overhanging alliance station rack. An alliance scores 5 bonus points for locking their own rack. An alliance scores 10 bonus points for locking the neutral rack. An alliance scores 15 bonus points for locking the opposing alliances rack. An alliance scores 20 bonus points for locking the opposing alliance's overhanging alliance station rack. When there is 30 seconds left in a match a chime sounds and the opposing robot can seek to park themselves in the opposing allinces dock.An alliance scores 25 bonus points for parking both robots in the opposing alliance's loading dock. The referee cna at his discretion calll off interaction between the human player and robot if it is being loaded or call off an opposing robot from removing the opposing robot from trying to claim the dock. |
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