Game Design Reveal Thread

Hi all,

Since many teams don’t have a “Robot Reveal” to do, I thought it would be fun to have a thread to share out your team’s Game Design Challenge! Please share your own underneath ours.

Team 3324 is proud to announce - FIRST Robo Rescue!

Definitions:

  • Thermal Camera - 36" diameter Hula Hoops
  • Components - 11" Diameter Skeletal balls - think O-Balls or a flexible, solid, expanded Hoberman Sphere
  • Upload Cable - Chain with a loop on the end. The loop can be replaced with alliance specific attachments for endgame (think changing out the climbing rope like Steamworks)

General Overview - In the game Robo Rescue, teams work with their alliance to finish assembling Smoke Jumper! Smoke Jumper is a fire-fighting robot that needs to be finished so it can help combat wildfires. Teams add components and thermal cameras to assemble Smoke Jumper before racing to upload the code. Teams score points by shooting components into the high or low goal. Thermal Cameras hang on hoops over the goals. Teams can also hang thermal cameras (hula hoops) from hooks above the high and low goals. Each hanging camera increases the value of a component by 3 points.

For endgame, teams race to connect their upload cable (chain) from the alliance wall to 3 low hooks on Smoke Jumper. Teams can use the standard attachment at the end of the chain, OR they can use their own.

Unique features:

  • Components are re-introduced to the field after scoring on the OPPOSITE side in which you score - underneath the high port on the opponent’s side.
  • Thermal cameras serve as score increasers - each thermal camera hanging increases the value of your scored components (high port: 3, 6, or 9 points for 0, 1, or 2 thermal cameras hanging)
  • Thermal cameras can be knocked off by your own alliance easily. Teams can design to prioritize accuracy (hanging cameras and scoring through them) or volume (ignoring the cameras, but scoring a lot)
  • combines “pick and place” games with “shooting” games

Reveal Video

The team is happy to answer any questions you may have!

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Move the Chains

In the first two minutes of “Regulation” play, robots cooperate with their alliance partners to score Touchdowns (7 points) and Field Goals (3 points) with foam Footballs, and reset the Iris via the Tackle Dummy (10 points). Each half, robots may throw and catch Kickoffs (50 points each; +1 RP if both). During “Overtime” robots climb the Truss (25 points per robot), the Truss Chain (40 points), and/or shoot autonomous Hail Mary passes (+1 RP if they score at least 63 points).

Field of Play:

Move the Chains is played on a 27’x54’ playing field (the Gridiron) comprised of flat carpet demarcated by two “Kickoff Lines” of colored gaffer’s tape fifteen feet from either end, and two “Hail Mary Lines” of colored gaffer’s tape offset two feet from the center of the field. In the center of the field is a section of Truss, the bottom of which is 42” from the floor, which spans the length of the field except for four feet on either side. On the end of each truss hangs one piece of chain 18” long. On either side of the truss’s central support post are 24” x 65” Tackle Dummy boxes, each surrounded by a wall 60” tall on each side and 12” tall in the front, the bottom 12” colored red or blue for their respective alliances.

On the wall in the center of each alliance station, centered 36” off the ground, is the Field Goal, a circular opening 36” in diameter, behind which hang a series of chains. Centered ten feet (120”) off the ground above the Field Goal is the Touchdown Goal, a circular opening that begins with a diameter of 60”, but can contract to 12” via a covering Iris actuated by the field controls, and also has a series of chains hanging behind it. The Touchdown Goal is ringed with retro-reflective tape to create a vision target to aid in aiming.

On either side of the driver’s station, extending eight feet out from the Driver’s Station and eight feet high, is the Wall, which contains a pair of chutes for feeding balls through to robots.

Robots, Alliance Stations, and the Field will start with Footballs; up to ten in each robot, 15 behind each driver’s station, and 15 on each half of the field. Balls not in robots will be held behind the driver’s station.

Regulation Play:

Shooting: Robots may shoot from anywhere on the field. The shaded areas on the field are protected zones with penalties for contact. Each time a Touchdown goal is scored, the scoring alliance’s Touchdown Goal Iris closes by 2”.

Goal Reset: If an alliance knocks down their Tackle Dummy then scores at least three Field Goals, their Iris returns to maximum size and five seconds later the Tackle Dummy resets.

Infielding Balls: Human players can pass balls to robots through the Wall Chutes or by tossing them over the Wall. Alliances can’t hold more than 30 balls behind their Driver’s Station (this is penalty-enforced).

Kickoffs: The Goalposts on either alliance station wall countdown each 60-second half of Regulation Play via LEDs. Once each half, if a robot throws one or more balls from behind the Kickoff Line to a robot beyond the far Kickoff Line, and that second robot successfully catches a ball, the alliance receives 50 points and the goalposts light up to indicate a successful Kickoff. Two successful kickoffs earn +1 RP.

Overtime Period:

Overview: At the beginning of this fifteen second period, both Touchdown Goals reset to maximum size and no longer close; robots climb the Truss and/or enter Autonomous Mode to score Hail Mary points. Penalties will allow for “clean” climbs without opponent interference.

Climbing: A successful Truss Climb (bumpers wholly above their half of the Truss while supported only by the Truss or transitively through another robot) earns 25 points per robot. A successful Truss Chain climb earns 40 points–a Truss Chain climb can’t grasp the Truss or contact the top of the Truss during or at the end of the climb; the robot can passively lean against the side of the Truss during or after the climb but otherwise can’t be supported by it. Buddy climbs of either type are permitted.

Hail Mary: During Overtime, teleoperated robots may only climb or score Field Goals. Robots that enter Autonomous Mode and have their Drivers step away from their Driver’s Station will light with mandatory LEDs and are eligible for Hail Mary Points from Touchdowns scored behind the nearest Hail Mary Line. Alliances that score at least 63 Hail Mary Points receive +1 RP. [Note that one robot may climb and receive Hail Mary Points, but this requires that robot to also climb autonomously.]

19 Likes

If FRC doesn’t plan on doing this every year I hope CD does

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This is legitimately one of the coolest concepts I’ve seen so far. Love the iris mechanic as part of scoring.

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In the game manual, all dimensions are in units “football fields”

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Our game, High Seas, consists of a hurricane period, 1st and 2nd stages and an endgame. Robots will start on opposing ends of the central island zone. The hurricane period takes place in the first 15 seconds of the game, where drivers will be blinded and unable to see the field through the driver windows. This encourages teams to utilize either autonomous code, or a manual vision system on their robot. Robots may pick up and move treasure chests, which are arranged in a rectangular shape on the central island, into their ship during this period. After the Hurricane passes, the first stage (a one minute period) begins; drivers’ vision is returned and they may use this time to score as many chests as possible. Also at this time, while teams are focused on collecting chests in order to score points, a small amount of cannonballs will be dumped onto the field. These cannonballs will be needed to stop the three random Kraken attacks that will also appear during stage 1. The attacks will be indicated to the teams via lights on the tentacles and a sound indicator. Robots may collect the cannonballs, and shoot them at the Kraken in defense. The target of the cannonballs are the Kraken’s tentacles, which have three holes at different heights for the cannonballs to be shot through. During the stage 1 Kraken attacks, cannonballs will only be worth 1 point per every goal. As soon as stage 1 is over, 250 cannonballs spill onto the field, kickstarting stage 2, a 30 second period. During this stage, the Kraken will attempt to steal one of your chests and discard it back onto the field every 5 seconds. Stage 2 will still consist of shooting cannonballs at the Kraken, but the points will differ from Stage 1. In the lowest goal, 1 point is rewarded for every 3 cannonballs scored, In the middle goal, 1 point is rewarded for every 2 cannonballs, and in the high goal, each cannonball is worth 1 point. After Stage 2, the Endgame begins. This final period lasts 30 seconds and teams have the option to raise a flag by pulling a chain and climb onto an angled platform (which we’ve named the Deck). This will stop the Kraken from spitting out any more chests, and you will be able to gain a few final points at the end for the match. Having three robots parked on the ramp as well as the alliance’s flag raised will earn the alliance a ranking point. By the end of the match, alliances that have 15 chests scored will also earn one ranking point.
Submission Paper - Google Docs.pdf (243.9 KB)

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Team 3512 is proud to announce: Time Trouble

Story

In FIRST Time Trouble, two competing alliances are stranded in the future. In order to travel back to their time, they must charge their broken time machines and set the TIME COORDINATE SYSTEM to travel back through the time gateway. If they don’t make it in the next 3 minutes, the gateway will close forever!

Definitions:

  • QUANTUM CORE - cylindrical plastic game pieces used to charge the QUANTUM REACTORS which will power the TIME TRUSS. Robots can acquire these cores from QUANTUM CHARGERS and the field.

  • QUANTUM REACTORS - The field element that consists of a series of vertical tubes along the alliance wall with slots for CORES to be scored to power TIME TRUSS for ENDGAME.

  • QUANTUM CHARGERS - Feeder station where robots pick up QUANTUM CORES to be scored in the QUANTUM REACTORS. Using a human-player operated crank, they dispense one CORE at a time.

  • TIME COORDINATE SYSTEM - works with the TIME TRUSS. It is able to locate the exact time and place of your destination, as long as your robot inputs the correct coordinates.

  • TIME TRUSS - a structure that combines all the elements into location. It uses QUANTUM CORES to power its systems and the TIME COORDINATE SYSTEM to set its location and time for time travel.

  • TIME TRUSS PLATFORM - rectangular platform in the center of the field where TIME TRUSSES lay.

Overview:

Autonomous Period

Robots work through pre-programmed code for the first 15 seconds of the match. Alliances work to earn points by:

  • Crossing the auto line
  • Scoring up to 2 preloaded QUANTUM CORES into the QUANTUM REACTOR

Tele-operated Period

Robots are driven manually for 2 minutes and 15 seconds. Alliances continue to earn points by:

  • Scoring QUANTUM CORES in the QUANTUM REACTOR
  • Lock in coordinates on the TIME COORDINATE SYSTEM within 15 seconds every 30 seconds
  • Defending their alliance’s TIME COORDINATE SYSTEMS and QUANTUM REACTOR
  • Scoring in the LOW GOAL

Endgame

Robots complete the final jump during the last 30 seconds of the match. Alliances complete the final task by:

  • Driving onto the TIME TRUSS platform
    OR
  • Holding onto the TIME TRUSS to stay off of the ground for 5 seconds after the match has ended

Scoring:

Unique Features:

  • TIME COORDINATE SYSTEM allows robots to interact directly with the field without a game piece (much like the 2020 control panel). Teams have to lock in coordinates multiple times throughout the match. Teams get two different stations to do this at which alternate every 30 seconds.

  • QUANTOM REACTOR is shaped similar to a coin sorting system. the visual aspect of watching the QUANTUM CORES slide down and sort was very appealing to us.

  • QUANTUM CHARGERS are cranked operated with a chain. Again we like visual of a turning station to allow human players to feed the robots. CORES are held in with brushes similar to 2019 hatches.

Game Animation

Conclusion:
We had an absolute blast with the game design challenge. The entire process allowed our kids excel in different areas. We are very proud of the work we put into this.

57 Likes

I dig the aesthetic :ok_hand:

Edit: Just saw the game animation - this has to be my favorite so far. I’m gonna try and design a bot for it.

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100% would play

How did you do the voice-over?

We recorded our audio for the animation in Audacity.

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insert 118’s grappling and 1678’s triple climb

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Team 1745’s game is Buccaneer Bonanza!

Imgur
Game overview:

Yo Ho Ho and avast ye landlubbers! Hoist your sails and chart your course in the 20XX FRC game, Buccaneer Bonanza!

In Buccaneer Bonanza, two crews of three robots each show off their skills to Captain Flowers in a daring showdown of pirating skill. During each match, crews plunder treasure and exchange broadsides of cannonballs aimed at each other’s sails. Crews can also work together to climb the rungs of their crow’s nest at the end of the match!

At the start of each match, 9 valuable treasures are available in the middle of the field on the island. Crews leave their ships and race to capture the treasures and secure them in the hold of their ship. Each treasure a crew obtains is worth 8 points. The first crew to capture 5 treasures secures the hoard and earns themselves an extra ranking point! But be quick, there is only enough treasure for one crew to earn this bonus!

Crews can also earn points by attacking their opponent’s ship with cannonballs. Each crew member may control two cannonballs at once, and they can be scored in two ways. Crews earn 3 points for each cannonball they shoot through their opponent’s main sail. Beware of travelling too deep into your opponent’s ship for a close shot, for coming into contact with an opposing robot while past the crow’s nest line of their ship results in a penalty! Crews can also earn 2 points for each cannonball they load into the low cannons on their ship; these cannonballs can then be manually fired onto the field by their human players! Heave a cannonball across the full field and really rack up your score!

Each match starts with the 15 second autonomous period. During the autonomous period, crews exchange volleys of long range cannon fire and race to plunder treasures from the island. Skirmishing in autonomous is illegal; teams are not allowed to cross the midline of the field.

After the autonomous period comes the 2 minute and 15 second teleoperated period. During the Teleoperated period, the crews continue to exchange volleys of cannon fire and collect any remaining treasures. An open field provides many opportunities for swashbuckling action.

In the last 30 seconds of each match, crews return to their ships and prepare to depart the island. Crew members who are parked on the low platform surrounding the crow’s nest earn their crew 5 points. Crew members hanging from the low rung of the crow’s nest earn 10 points each, and crew members who climb to the high rung earn 20 points each. But reaching the highest rung isn’t easy; robot height restrictions mean that crew members seeking the highest rung may need to use the low rung to pull themselves up. A crew total of 25 or more climb points secures the second ranking point available during the match.

Whichever crew has more points at the end of the match wins the favor of Captain Flowers!

Description of notable elements:

There are many unique components that make up the Buccaneer Bonanza. The most notable are the human player cannon, treasure race, high goal, and ladder climb.

Each ship’s fiercest weapon is the human player cannon. Cannonballs deposited into the low goal become available to the human players of their ship and can then be thrown onto the island or the opponent’s ship. This ability gives an added incentive to score in the low goal, and makes strategizing with one’s crew mates even more important.

Treasure awaits robots who dare traverse the island. Treasures are tricky to pick up and manipulate, yet they are immensely valuable when returned to the hold. Furthermore, their limited supply means that only one alliance can earn the associated ranking point each match giving the race for treasures extra importance.

For those who wish to heave their cannonballs sky-high, the upper sails are a worthy goal. Robots can launch cannonballs into their opponent’s sails to earn their alliance points. The sails are a large target, so emphasis is placed on fast, long range barrages and not accuracy.

As the grand seafaring adventure comes to a close, robots have the opportunity to gain additional points by demonstrating their prowess in the rigging of the crow’s nest. Robots can park or hang from the rungs of the crow’s nest for points; the unique structure of the nest, alongside the height restrictions which make reaching the top rung from the ground impossible without first tilting the robot, make this a unique and interesting challenge. The bravest crews may even choose to work together to maximize their points by supporting each other in order to make the most of the limited space available at the top of the nest.

Description of expected robot actions:

The first action teams are expected to perform is the manipulation of treasures. Treasures are tricky to grasp, but do not require particularly advanced mechanisms. This is because robots are only allowed to hold one treasure at a time, and robots do not necessarily have to be able to lift or stack them in order to score. Thus, even the most basic of robots will be able to push treasures to help their crew secure the hoard, although many teams will probably choose to build active mechanisms to make acquiring and transporting treasures faster.

Robots can also shoot cannonballs into the opposing alliance’s sail and deposit cannonballs into the low goal human player cannon on their ship. Robots can only hold a maximum of two cannonballs at a time. Because of this and the fact that sail is a relatively large target, emphasis is placed on speed and range rather than capacity and accuracy.

Defense is also a possibility. Teams are allowed to come into contact with their opponents anywhere on the field, with the exception of opponent’s robots which are fully behind their crow’s nest line. However, it’s worth noting that the viability of this strategy is questionable thanks to the openness of the field.

In the endgame, robots can choose to option to park on the platform of their crow’s nest, support themselves from the low rung, or climb to the high rung to earn points. However, extension restrictions mean that robots cannot grab the high rung directly from the ground; robots must either climb the low rung first, or tilt themselves off of the ground in order to reach the highest bar directly. Elite teams may even try to complete this task with a buddy in order to earn the most points to win the match.

Description of how the chain is used:

In Buccaneer Bonanza, chains are placed inside the sail to help prevent balls from bouncing out of the goals and returning to the field. Since the links of the chain are flexible, they absorb the impact of launched cannonballs and ensure teams get the points they deserve.

Link to Supplmentary Information

7 Likes

Okay this game design is really cool. I dig the main scoring mechanic and also the creative endgame. But the animation is just incredible.

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If you can believe it, one kid did ALL of the animation. He just showed up to a Zoom meeting one day with a simple animation and was like “I know a little about using Blender”, and it morphed from there!

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What this thread is teaching me is that FIRST needs to step up their game and have a pirate theme soon.

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Our team HEAVILY considered pirate theming as well. We had 2 full game ideas that revolved around pirates that eventually were scrapped.

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Thanks!

We wanted to create a game where a single godbot literally could not do it all–they had to rely on their alliance partners to keep up their scoring rate. But in that case, the alliance partners didn’t have to be godbottish at all to be an extremely useful part of their alliance. The ceiling on this game is pretty much infinite, and the floor pretty low – if you can scoop+dump plus knock down a standee, you’ve got an intensely useful role in the game. (Bonus points if you can catch a ball, too – we wanted one RP to be tough but achievable for a single robot, and the other to require at least two robots to properly perform their function.)

Team 4795 is excited to present our 2021 Game Design Submission…
Conquer the Kraken!

Story
In the midst of a sea battle between two pirate alliances, a Kraken emerges!
To win the battle, alliances must shoot cannonballs at the Kraken to move it closer to the enemy’s ship, exchange their cannonballs for fireballs, and ascend to defeat the Kraken!

Game Overview
Conquer the Kraken features two alliances of 3 pirate ships and their Pirate Commanders. As the two forces clash, a Kraken emerges and threatens to sink their fleets! To defeat the Kraken, alliances shoot cannonballs and fireballs at the monster until it reaches the opposing alliance or time runs out. The pirate alliance with the most points wins the match!

In the opening 15-second autonomous period, robots start at their alliance wall and receive 2 points for driving past their initiation line (closest alliance-colored line), 3 points for scoring their alliance-colored cannonballs into the low goal, and 5 points for scoring into the high goal. During this time, the Kraken will move 1 foot towards the opposing alliance per cannonball scored in the low goal, and 2 feet per cannonball in the high goal. In the following 195-second teleoperated period, teams continue to shoot cannonballs into the low goal for 2 points and high goal for 3 points. Each cannonball scored accelerates the Kraken by 4 ft/min per cannonball in the low goal, and 8 ft/min per cannonball in the high goal. Each team may only ever possess one game piece at a time.

A trading port sits upon each alliance wall, where teams may exchange cannonballs for gold fireballs. The opening of the trading port is normally covered by a panel, unless it is lifted, which can be done by pulling a chain on the opposite end of the alliance wall. For this special task, one robot must pull down the chain while another scores one cannonball into the trading port. Each scored cannonball earns 15 points, followed by the release of one fireball onto the field by a human player. Only 2 fireballs are available per alliance, but can be scored by either alliance into the low goal for 3 points and 8 ft/min, or high goal for 5 points and 10 ft/min.

When the teleoperated period ends, the Kraken stops moving and alliances are awarded points according to its location on the field past the centerline. Up to the first alliance-colored line, no points are earned. At or beyond the first alliance-colored line, 15 points are awarded. At the second alliance-colored line, 30 match points and 1 ranking point is awarded.

If the Kraken reaches a second alliance-colored line (same as an initiation line), it will stop. If it stays there for 5 seconds, the teleoperated period stops, and the 30-second endgame begins. During endgame, teams may continue to score cannonballs into the low goal for 3 points or high goal for 5 points. Teams may also anchor (park) anywhere in the zone (at or beyond the alliance-colored line) the Kraken ends in, or climb onto a 6-foot high bar attached to the Kraken, with room for two robots. At the end of a match, 5 points are awarded for each anchored robot, and 15 points for each robot climb. During qualification matches, alliances are awarded 1 ranking point for scoring at least 35 points during endgame.

Notable Field Elements

The Kraken consists of a 74-inch tower and tracks that run centered along the length of the field. As cannonballs are scored, the Kraken accelerates towards the opposing alliance wall. A low goal for each alliance at the base of the Kraken faces perpendicular to the tracks. The square opening of the high goal funnels down to a 12-inch by 12-inch square atop the Kraken. A 70-inch high metal climbing bar faces each alliance wall. The tracks are protected by plastic ramps and panels, allowing easy traversal for robots.

Of the five lines which outline the zones for endgame scoring, the centerline consists of two strips of Red-Green-Blue LED’s protected by metal ramps, while the others are marked by alliance-colored tape lines. As the Kraken passes the centerline, the LEDs light up with the color of the alliance closer to reaching the opposite side.

To exchange cannonballs for fireballs, teammates work together to open the Trading Port with a chain and deposit a cannonball. The trading port is a 14-inch circular opening centered at 24-inches off the ground on the left side of the alliance wall. In its normal position, the trading port is closed with a cover panel unless lifted by a chain. The chain runs along the alliance wall to the feeder station on the opposite side. To lift the cover panel, a team must pull down the chain from the feeder station side.

The feeder station is the section of an alliance wall which includes an opening where teams may receive gamepieces and the chain. The 14-inch circular port sits centered 12 inches off the ground on the feeder station wall, while the aluminum chain hangs 12 inches above the ground, down from a PVC elbow extending from the right side of that wall.

Other Documentation
Game Field Engineering Notebook: https://drive.google.com/file/d/1m9v7P12vC5v2C8DRKxjV52OOMpsoxy7w/view?usp=sharing
Game reveal animation: https://drive.google.com/file/d/1uQpeeS-FBlntAtU9DsIchLMaZCdkO_pp/view?usp=sharing

Questions are welcome!

14 Likes

Extremely impressive. I shoot silly cooking videos and they take forever to get kind of right; full-on animation is a time-consuming and difficult process, and he knocked it out of the park!

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Loving all these open fields and simple field elements

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