The 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
The 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.
The pawn is central in the game play of Pawns And Tiles.
Every pawn of the game has his own specificity, but even a lot of common behavior.
At this moment you can choose among 6 pawns: Knight, Paladin, Pretorian, Sapper, Scout and Sniper.
All these pawns inherit from a generic class pawn. Continue reading
In 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.
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.