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#1
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[Official 2006 Game Design] Game Elements and Subtasks
This thread is a spin-off of this discussion, and has been started to focus on game elements and subtasks. This is a discussion of ideas for unique game elements and subtasks. If you don't have a fully developed game, but have a great idea about a piece of a game or an idea about something that has never been done before, then this is the place to talk about it. As examples from the past, someone could use this thread to post a suggestion to use funny pyramid-like PVC structures as an element, or that stacking stuff should be included as a challenging subtask. Someone else may have a very creative idea for the role of the human player (while some may propose no human player at all). Others can use those ideas as a creativity springboard to develop a game concept.
-dave |
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#2
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I recommend keeping the human player. It adds challenge and fun.
As far as tasks and game elements go, I think discs would be a really interesting change. Ringtoss anyone? However, I think the elements to the 2006 game should vary so that robots of different competition levels can seek different goals. I think having a similar shape item (both this year and in 2004) helped in design, but, it was fun to see robots grab different size items in different ways. I think an obstacle in the middle of the field would also be a good idea, such as a ramp thingy similar to '03 or '04. - Genia |
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#3
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I would like to recommend another "attention getting" way to score at the end of the match. Something Akin to the ramp of '03 or the bar of '04. Getting back to the end zone this year didn't really get the crowd on its feet but fighting over the ramp or getting up on the bar sure did.
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#4
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I too would like to see the "big finish" reintroduced into the game. It needs to be something so big that all teams strive for it at the end of the match but not so big that everyone does it at the start of the match then sits there.
I would like to see the rules on tipping relaxed. I would like to see a low center of gravity and/or anti-tipping device considered as part of the design challenge, not as part of the rules of play. The rules should allow intentional tipping, but robots should have provisions for protection against that. I would like to see a very large scoring incentive for robots with drivetrains that go far above and beyond the one provided in the kit. I think this year, drive systems is an area where missed out on a lot of innovation from teams because the one in the kit was good enough for the game. Make teams strive for better than what they are given. I would like to see a large central element to the field, like 2003 or 2004. The 2005 center goal was not exciting enough. Perhaps maybe the whole field slopes toward the center. Or maybe there is a chasm in the middle of the field and no bridge. The challenge is getting across. There would be a ramp to jump it or there would be a bar to swing over it. Or you'd have to bridge it yourself. Or maybe a giant wall that you would have to get over. I've always wanted to see a multileveled field where robots drive up ramps to get to the next level, kind of like a parking garage. The whole thing could be lexan so you can see the lower levels. Last edited by sanddrag : 17-05-2005 at 00:12. |
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#5
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I really discourage the use of balls or anything that intakes air. I remember last year that some team's auto mode and stuff wouldn't work because some air got out by the time of the championships eliminations came around. so no balls or anything that takes air to take shape. i would love to see something with bowling balls. wouldn't that be great? or something that the robot has to be one with. a open box perhaps? just some ideas a floating.
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Last edited by Alex Cormier : 16-05-2005 at 18:53. |
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#6
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I agree with Eugenia, I think we should definietly keep the human players. I was a human player this year, and the ability to actually be on the floor with the competition and the robots was incredible. Plus it adds the extra thrill when human players have to race against time and each other to re-activate their bots and help keep the competition moving. As I just said, it's a great feeling being out there on the floor, and to have the opportunity to provide that rush for kids is great.
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#7
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I really want to see some sort of moving part on the feild, Akin to the ramp before my time... (2001?) but more interactive, like robots open channels to get across the feild, but seal off another entrance, like a rotating door. Also, i think that it would be nice to have durable feild peices. The crates, the small balls and the tetras all break way too much. My team hasnt brokne very much, but something more like a cube of pvc that has to be hung on a rack or into a "cargo area" (like a forklift type job) and then at the end the robot stores itself somwhere on the feild and gets points for fitting into a small box (maybe even smaller than starting dimensions).
Mainly, durable feild peices are important to me. |
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#8
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Re: [Official 2006 Game Design] Game Elements and Subtasks
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#9
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Re: [Official 2006 Game Design] Game Elements and Subtasks
If we want even more alliance work, than create a task on the field that can ONLY be completed using at least 2 members of your team. For the gate idea, one robot would have to hold down a lever or sensor to keep the gate open while their partner could go through the now open gate.
The Big Finish needs to be re-added, and has to be able to swing the entire game score in only those last few seconds. More interactive field elements that can hung from, climbed upon, or driven over also need to be added. |
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#10
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I think that the whole options thing should come back. In 2004 there were many things you could do, but in 2005 there was only one thing to do. And I also agree with everybody else in saying the "big finish" should come back. But make it something where only 2 or 3 robots could be able to be at the end. I remember Woodie saying at Kickoff 2004 that it would be almost impossible for 4 robots to hang at the end but it happened. So make it something where it is certain that only a few robots could be at the end.
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#11
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Re: [Official 2006 Game Design] Game Elements and Subtasks
By all means, keep the human player.
As for the big finale, definitely put something in the middle that robots take aim for. A bar, a ramp, heck, let's have a cargo net this year. On the subject of cargo nets, I'd be thrilled to see a game that required mobility other than a drivetrain. Monkey bars, for example--they'd require skill to navigate, and you might not be able to get that fifteen-motor drivetrain built, meaning rookies wouldn't necessarily be bringing a knife to the gunfight with a kitbot. Similarly, I wouldn't mind seeing a field with varying terrain. Perhaps in the manual, FIRST defines four or five six-foot squares, each with a certain feature, like a small stack of two-by-fours. There'd be N of each square on the field, placed in a different-but-mirrored setup at each competition, with a uniform setup at the Championship to make the Einstein matches sane. Think vision tetras, but they stay that way for all three days. Finally, one that might be a mixture of a game element and technology--score the game in real-time. It'd be harder to execute, granted, but I believe FIRST's ability to do so has improved dramatically over the last game scored that way, 1995's Ramp n' Roll. With some Banner sensors like in 2004 (where catching the reflective tape in the ball tees triggered the ball dumps), I think goals would be doable. And teams could always emulate the goal without the electronics. Just my thoughts--whatever comes out, I'll play it. |
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#12
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I would like to keep the human player as others have said, it adds to the excitement. Also, having a "big finish" would add greatly to the excitement of the game to non-FIRST spectators. Also, maybe reintroducing the moveable goal or some other interactive element.
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#13
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Re: [Official 2006 Game Design] Game Elements and Subtasks
I would like to see the continued use of new sensors every year but combined with the chance to use previous years sensors. Also i wouldn't mind seeing the custom circuit rule modified to allow custom circuits to transmit to the player station. Finally I would like to see the game become more robot intensive. Like, i think the 2004 game would have been much cooler had the robots been allowed to score too.
Last edited by mechanicalbrain : 08-10-2005 at 16:27. |
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#14
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Re: [Official 2006 Game Design] Game Elements and Subtasks
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#15
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Re: [Official 2006 Game Design] Game Elements and Subtasks
After hearing several of the names given to past FIRST games, including "Stack attack" and "Raising the Bar", a few things occurred to me... 1) the recurrence of stacking (or piling) of objects in most games and 2) the idea of putting bars to another use. Using those two basic thoughts, here's what I've come up with.
The goal: Create a ladder. For those of you who enjoy the names of the different games each year, this one's got lots of opportunities for a play on words. The field: The central feature would be a ladder structure missing its rungs. In short, posts with rests attached to them will scatter the field on which tubes will be placed. Depending on the level of difficulty desired, these ladder skeletons could be placed in clusters or at different heights. Other obstacles like a ramp may be added to increase difficulty. The object to be manipulated: Tubes (possibly made of the same material as the tetras were this year) with something on the ends to prevent them from slipping off of the rests. Length mary vary depending on how much driver skill will be emphasized (shorter ones = more difficult to place). I haven't thought out yet how these will be picked up or loaded on to the robots. Challenges: Designing a robot that can accurately pick up and place the tubes at varying heights, and possibly having to control your robot while on a ramp or other obstacle. Scoring: Points are awarded for the number of tubes placed, whether the team/alliance occupies a full ladder (much like the tic-tac-toe aspect of Triple Play) and what ladder skeleton it is placed on (read: more difficult to get to? More points) Penalties: Penalties will be distributed for unnecessarily, and intentional, rough contact. Teams would not be allowed to remove another team's already-placed tube. If they do so, accidentally or intentionally, that amount of points will be deducted from their final score. There are still a few kinks to work out, but that's what I've come up with thus far. I'm really looking forward to seeing what the Game Design Committee comes up with for the 2006 season! Hopefully we'll see a few new elements in the game that will result in very unique robot designs. -Care |
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