Pawns and Tiles: concerning the Skills

sapper_p2The skills are the last big component in the Pawns and Tiles game: a skill determinates a possible action of a pawn and in some way defines its role on the board.

Every pawn has a set of skills, two of them are common among pawns, “move” and “combat”.
Move from a logic point of view is not a skill, but for the application’s point of view is managed like any other skill.
Combat represents the possibility to attack an adjacent pawn.

Basically every pawn can move and make a standard melee attack. Continue reading

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Pawns and Tiles: concerning the Tiles

sapper_p2The Tiles are central in the game exactly like the Pawns. Naturally refering to Tiles I’m talking about the map in general, the board where our little pawns have their conflict.

I think that to define a map, or in general the level design, is one of the big deal projecting a game. The main Character (or units depending on the game) is important, the skills are important, but if the level design sucks all the experience sucks no matter what.

For me Super Mario Galaxy is a master piece because of its level design.

So I was sure that with designing bad maps the whole game would have been a disaster.

I decided to keep things simple and to introduce more possibilites after a gameplay test.

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Pawns and Tiles: Client Workflow

sapper_p2In 2011 when I started designing the game/experiment (here the introduction to pawns and tiles) I defined a simple architecture able to manage the minimum requirements. I used jQuery to manipulate and bind DOM and BackboneJs only to manage Models and inheritance.

At that time I preferred not to depend on a JavaScript framework for the infrastructure because I wasn’t sure about the result I would have had to achieve and I wasn’t confident to obtain it with the existing frameworks, because of my lack of knowledge. So I preferred to write more code but to be in full control of this.

 clientSchema

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Pawns and Tiles: a javascript experiment

sapper_p2I love games in any form (videogames, boardgames, role playing games, …) and three years ago I decided to try to develop a strategic game in javascript, one vs one, turn based. I told my idea to a friend (Giuseppe Perrini), very passionate in 2D art, and he accepted to help me.

The idea was quite simple, here in very short:

  • A player can challenge another player choosing a map.
  • Every player has a roster of five pawns, and every player has to line up his pawns in a specific area that changes in every map.
  • Every player has to choose the pawns (every pawn has its own skills) from a side deck following one rule: he can’t put more than two pawns of the same type in the map.
  • Every player in his turn has a limited number of moves and the goal is to occupy some specific area and keep it as long as possible to gain points.
  • After 30 turns (15 for player), the player with the higher score wins.

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