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| It's against my rules to be greater than 80" away from you. |
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#31
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
Interactive Arenas.... Its designed/built for it.... use it
![]() Your buddy BOB |
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#32
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
My idea is to have robots play a variant of dodge ball. I spent some time thinking about how this might play as an FRC game and I think it matches Dave's criteria nicely. Anyways my thoughts are documented in the attachment in order to avoid a very long post but I would be happy to discuss it.
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#33
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
Quote:
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#34
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
Okay, here is my shot at a game design. No idea yet what it would be called.
Duration 20 sec. autonomous 120 sec. teleop Pieces 12" diameter balls of 4 colors -red, white, blue, and green There are - 28 green balls, 28 red balls, 28 white balls, and 28 blue balls. In addition, there is 1 (one) 40" diameter ball that is black. Field Field is 27' wide by 54' long. A 10' long area extending from the driver stations is dedicated as the alliance's "home zone"; opposing robots CAN enter this zone. In the middle "no man's land", there are four pez-dispenser-like towers. Every five seconds during the match, a ball is rolled onto the field from each of the towers. The balls that each of the towers contains is randomized prior to the match. There are two goals on either end of the field, they are colored to belong to the alliance that starts on that side. One is a high trough that is placed 7' off of the ground. The other is placed 3' off the ground, but can be raised up to 5' by one of the robots staying on a pressure sensitive pad that is against their alliance wall. The goal will fall back to its 3' rest state if a robot does not stay on the pad. The pad is a ramp inclinced at a small angle so that balls cannot rest on it. The scoring troughs separate the alliance zones from the no man's land. The 40" ball starts in the middle of the field on top of a 4' high stand. Allianances/Starting Positions There are three robots on each side. Robots must be against their alliance wall to start. Scoring Knocking the 40" ball off of the stand during autonomous mode is worth 30 points. Each 12" ball in the alliance's high trough at the end of autonomous is worth 5 points. Each 12" ball in the alliance's low trough at the end of autonomous is worth 3 points. At the end of the match, each 12" ball in the alliance's high trough at the end of the match is worth 5 points. Each 12" ball in the alliance's low trough at the end of the match is worth 2 points. (Note: balls that were scored in the trough during autonoumous are included again in the end-of-the-match scoring) At the end of the match, having all 28 of the balls of one color in an alliance's combined troughs is worth 20 bonus points. At the end of the match, having the 40" ball in an alliance's home zone is worth 10 points. Balls can be removed from the troughs by an opposing alliance. Last edited by DMetalKong : 25-05-2008 at 23:14. |
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#35
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
Just an idea I had today:
Maybe the game could be some variation of Donkey Kong? ![]() |
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#36
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
DK + a game of king of the hill? XD Epic
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#37
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
I like the idea of a pit in this post:
http://www.chiefdelphi.com/forums/sh...6&postcount=27 Adding to that, what if the "end game" feature was not to get up high as in previous games (2000, 2004) but to get low (aka: an area where a robot could park & hit a button in the driver's station & lower an elevator device of some kind to basically put the robot into a pit but also have that area of the pit now not be able to be used as a flat portion of the ramp. (Think 2003 with the surface of the top of the ramp now half the size because a robot decided to get points by lowering the robot scoring portion of the ramp to score, thus leaving less room to drive for the rest of the teams.) With self and/or alliance scoring, comes some sacrifice for everyone else, including same alliance members. (Wow, typing that last sentence gives me horrible, but also odd ddeja-vu of 2001 with the large ball multipliers & individual score advantage) LOL http://www.chiefdelphi.com/forums/sh...9&postcount=29 I like the idea of another overpass (as shown above), but what if one was used for the human players?? Basically we would have set positions for an object, but on a rack above the playing field. The object of that part would be once the object pice is placed randomly, the human players could roll a ball in the direction of that to see who could get closest to the spot or on it. Think of a grid of tubing & one designated as the scoring square. When the human players roll a ball over the grid, the alliances color ball which lands on the spot gets a lot of points (or a higher bonus multiplier) where as the farther away you are from it you get less points. You could even have a grid of about say 10 x 10 spots, & a rail like in the post linked above from each corner of the field & from the middle letting human players feed team color balls into that grid so that all 4 or 6 teams can get in on the action. Ok, so this doesn't require skill that much, but if this was treated as a multipler or bonus, this could add a lot of excitement & unpredictibility to the scoring at the end. Think "crazy ball board game" from a carnival. http://www.jacksgames.com/images/kbb4.jpg Last edited by Elgin Clock : 25-07-2008 at 12:45. |
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#38
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
I think next year's game should simply incorporate a more balanced defense/offense objective. Overdrive, to me, was a more offensive game and not much defense as previous more exciting games. By adding the defensive role it will give veteran teams the chance to play complex offensive and or defensive strategies, however it will give rookie teams the chance to stick to an easy defensive strategy, if wanted. This will add up to a more "equal opportunity" for all different types of teams.
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#39
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
One word - Pinball
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#40
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
Throw the trash over the barrier style game:
Game Peices: 2 sets of diffrent colored 6" balls and foam cylinders or something simelar Game Play: The robots pick up the balls, and have to hurl them over the barrier to gain points, If you knock the cylinders off of a barrier that seperates the two sides, then you get extra points. the teams can offensively play by throwing your colored balls onto the oppisite team/allience side or the teams can defensively play by throwing the oppisite teams balls back to their side. Playing feild: A ring with a 6-7 ft. barrier in the middle scoring:You get points for each one of your teams balls that are on the other teams side or you can get extra points for each foam cylander that your team knocked down. |
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#41
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
How about a water game? ^_^. But, yeah I cant wait to see the new game this year. Always start off not thinking they are so cool but than when we actually get on the field its like omg this game is awesome. How about a floating playing field? =)
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#42
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
Quote:
Quote:
They make these portable enough to actually be considered for a game piece because they are (semi)lightweight, durable, non-inflatable, inexpensive, & also easy & small enough when folded to ship many at a time with the field! http://www.kaboodle.com/reviews/folding-milk-crates-2 |
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#43
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
(Just a suggestion, not a full game plan)
Involve the new Camera Object/Motion Detection system in the game design. |
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#44
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
How about something on the order of Skee-ball where you have a ramp to roll the ball up and a target to hit after the ball leaves the ramp?
Another thought for a game piece, how about 1 Gallon plastic milk jugs? Complete with handle. |
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#45
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Re: [Official 2008 Game Design] OK, so YOU design the 2009 game...
That's it take a look at the Image.
-Leav[/quote] Nice, it looks like they took your advice in this year's game! |
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