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inodentry committed Feb 7, 2024
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2 changes: 1 addition & 1 deletion minewars/book/gamemodes.html
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Expand Up @@ -191,7 +191,7 @@ <h3 id="elimination-classic"><a class="header" href="#elimination-classic">Elimi
<p>Plenty of breathing room for players to grow their empires and establish their
strategies. The map is big, plenty of space and resources. There are more
cities than players, meaning neutral cities are available for taking.</p>
<p>Leads to distinct &quot;early game&quot;, &quot;mid game&quot;, and &quot;late game&quot; gameplay.</p>
<p>Leads to distinct "early game", "mid game", and "late game" gameplay.</p>
<p>Early game is the initial exploration, to establish a presence on the map,
before the player has encountered another player. This feels a bit like singleplayer
Minesweeper -- you try to expand into neutral territory while uncovering the random
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8 changes: 4 additions & 4 deletions minewars/book/gameplay.html
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Expand Up @@ -194,16 +194,16 @@ <h3 id="win"><a class="header" href="#win">Win</a></h3>
<h2 id="score"><a class="header" href="#score">Score</a></h2>
<p>During the game, there can be a scoreboard allowing players to judge the progress
through the game, based on their (and other players') stats.</p>
<p>The most important number is the &quot;cities owned&quot;. It indicates the size of each
<p>The most important number is the "cities owned". It indicates the size of each
player's empire.</p>
<p>There can be a mini-scoreboard on-screen at all times, showing the number of
cities for each player in the match.</p>
<p>Additionally, players can bring up a detailed scoreboard, which provides more
stats. Some example things we can include:</p>
<ul>
<li>&quot;Kills&quot;: number of times another player has stepped on a player's mine</li>
<li>&quot;Deaths&quot;: number of times the player has stepped on another player's mine</li>
<li>&quot;Captures&quot;: number of times the player has captured a city</li>
<li>"Kills": number of times another player has stepped on a player's mine</li>
<li>"Deaths": number of times the player has stepped on another player's mine</li>
<li>"Captures": number of times the player has captured a city</li>
</ul>

</main>
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16 changes: 8 additions & 8 deletions minewars/book/gameplay/actions.html
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Expand Up @@ -198,7 +198,7 @@ <h2 id="strike"><a class="header" href="#strike">Strike</a></h2>
marked tiles. Converts the tile kind to <strong>Destroyed Land</strong>.</p>
<p>Costs money.</p>
<p>Can be applied to any Visible tile.</p>
<p>The game client should allow the user to first &quot;mark&quot;/&quot;flag&quot; the tiles
<p>The game client should allow the user to first "mark"/"flag" the tiles
selected for a strike. This displays <strong>Marks</strong> on the map, on the marked
tiles. This happens entirely client-side. Then, the user can confirm
the selections, to launch the strike. The marks disappear and all the
Expand Down Expand Up @@ -237,20 +237,20 @@ <h2 id="deploy-item"><a class="header" href="#deploy-item">Deploy Item</a></h2>
between multiple cities, if there are active road connections.</p>
<p>Items can be deployed only to empty (not containing a structure or item)
land tiles.</p>
<p>Additionally, decoys can be &quot;upgraded&quot; to mines.</p>
<p>Additionally, decoys can be "upgraded" to mines.</p>
<h2 id="initiate-construction"><a class="header" href="#initiate-construction">Initiate Construction</a></h2>
<p>Cooldown: <strong>0.5 sec</strong>.
Delay: <strong>0.0 sec</strong>.</p>
<p>Place a <strong>Structure</strong> on a tile that is owned by the player.</p>
<p>The player must own the city of the region.</p>
<p>The Structure is not ready immediately. When placed, it is in &quot;pending&quot;
mode, and the city is set to &quot;construction&quot; mode.</p>
<p>While a structure is &quot;pending&quot;, it will not perform its intended effects.
Instead, it will accumulate &quot;construction points&quot; based on the city's resources.
<p>The Structure is not ready immediately. When placed, it is in "pending"
mode, and the city is set to "construction" mode.</p>
<p>While a structure is "pending", it will not perform its intended effects.
Instead, it will accumulate "construction points" based on the city's resources.
The player should be able to see the progress.</p>
<p>While a city is in &quot;construction&quot; mode, part of its resources are directed towards
<p>While a city is in "construction" mode, part of its resources are directed towards
construction progress, instead of generating income.</p>
<p>If there are multiple &quot;pending&quot; structures in a given region, they are processed
<p>If there are multiple "pending" structures in a given region, they are processed
one-by-one, in a queue, in the order they were submitted by the player.</p>
<p>When building roads, all selected tiles are submitted as a single action.</p>
<h2 id="bulldoze-structure"><a class="header" href="#bulldoze-structure">Bulldoze Structure</a></h2>
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4 changes: 2 additions & 2 deletions minewars/book/gameplay/items.html
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Expand Up @@ -181,8 +181,8 @@ <h1 id="items"><a class="header" href="#items">Items</a></h1>
on adjacent tiles they do not own.</p>
<h2 id="mines"><a class="header" href="#mines">Mines</a></h2>
<p><strong>Mines</strong> will <strong>explode</strong> when stepped on, resulting in the offending player
receiving a <strong>Death Timeout</strong>. This adds to the &quot;Death&quot; count of the offending
player and to your &quot;Kill&quot; count.</p>
receiving a <strong>Death Timeout</strong>. This adds to the "Death" count of the offending
player and to your "Kill" count.</p>
<p>All players in the match will be notified of this event. The explosion effect
and location will be seen by all players. The tile where the explosion occurs
will become visible (no fog) for all players for a duration of <strong>2.0 sec</strong>.</p>
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4 changes: 2 additions & 2 deletions minewars/book/gameplay/map.html
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Expand Up @@ -233,7 +233,7 @@ <h4 id="ban-stage-no-pick"><a class="header" href="#ban-stage-no-pick">Ban Stage
<h2 id="regions"><a class="header" href="#regions">Regions</a></h2>
<p>Each tile on the map is associated with a city. All tiles that are associated
with a given city are collectively known as that city's <strong>region</strong>. The region
is the city's &quot;area of responsibility&quot;.</p>
is the city's "area of responsibility".</p>
<p>The city's resource points are accumulated from all the tiles in its region that
are owned by the same player that owns the city. The city generates <strong>income</strong>
for the player, based on the amount of available resources.</p>
Expand All @@ -252,7 +252,7 @@ <h3 id="generation-1"><a class="header" href="#generation-1">Generation</a></h3>
cities balanced in resource availablitity. Regions will be computed so that
similar amounts of total resources are available in each region.</p>
<p>The algorithm starts from the location of each city and gradually expands the
region in the area around it, similar to a &quot;floodfill&quot; or &quot;breadth-first-search&quot;
region in the area around it, similar to a "floodfill" or "breadth-first-search"
algorithm, until every playable tile on the map has been assigned to a city. At
every iteration of the loop, the region with the fewest total available
resources is selected for expansion.</p>
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6 changes: 3 additions & 3 deletions minewars/book/gameplay/pvp.html
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Expand Up @@ -174,7 +174,7 @@ <h1 class="menu-title">MineWars</h1>
<div id="content" class="content">
<main>
<h1 id="pvp-combat"><a class="header" href="#pvp-combat">PvP Combat</a></h1>
<p>Player encounters happen on &quot;front lines&quot;; that is, when your territory reaches
<p>Player encounters happen on "front lines"; that is, when your territory reaches
that of another player.</p>
<p>You can try to capture another player's territory, just like you do neutral land
at the start of the game.</p>
Expand All @@ -190,12 +190,12 @@ <h2 id="digits"><a class="header" href="#digits">Digits</a></h2>
<p>Further, an <strong>Asterisk</strong> (*) will be displayed with the digit, if there are any
<strong>Decoys</strong>. The player can use this hint/information to figure out where decoys
might be and decide if they want to try and risk stepping on those tiles.</p>
<p>The game client can provide a feature to switch digits to &quot;enemy preview&quot; mode,
<p>The game client can provide a feature to switch digits to "enemy preview" mode,
where the other players' digits are displayed instead, to allow the player
to visualize how their defensive item formations would be seen by others.</p>
<h2 id="defensive-play-overview"><a class="header" href="#defensive-play-overview">Defensive Play Overview</a></h2>
<p>When you own territory, you do not want to leave it undefended and easy to capture.
Also, remember, if a player clicks on a &quot;known safe&quot; tile (with no digit), they
Also, remember, if a player clicks on a "known safe" tile (with no digit), they
can capture large swaths of territory in a single click!</p>
<p>Therefore, as you gain new territory, you want to set up formations of defensive
<strong>Items</strong> to protect it. The presence of items will stop an invader's expansion
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2 changes: 1 addition & 1 deletion minewars/book/gameplay/structures.html
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Expand Up @@ -190,7 +190,7 @@ <h2 id="roads"><a class="header" href="#roads">Roads</a></h2>
<p>HP: <strong>3</strong>.</p>
<p>Roads serve to connect cities. An active road connection brings numerous benefits.</p>
<p>Roads do not have a <em>direction</em>, they are simply a kind of grid tile; each
tile either has road built on it, or not. The &quot;path&quot; / pathfinding algorithm
tile either has road built on it, or not. The "path" / pathfinding algorithm
simply follows grid tiles. That is, a road tile is considered connected to any
adjacent road tiles. (think Civ-like road behavior)</p>
<p>Two cities are considered to have an active road connection iff:</p>
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8 changes: 4 additions & 4 deletions minewars/book/gameplay/territory.html
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Expand Up @@ -177,10 +177,10 @@ <h1 id="territory-and-ownership"><a class="header" href="#territory-and-ownershi
<p>MineWars is a game of territory. Players must expand to claim resources and
progress through the game.</p>
<h2 id="visibility"><a class="header" href="#visibility">Visibility</a></h2>
<p>Areas away from the player's territory are covered by &quot;fog of war&quot;. The
<p>Areas away from the player's territory are covered by "fog of war". The
player can see <strong>3</strong> tiles away from tiles they own.</p>
<p>The entire map's geography is shown to all players at all times, there are no
areas that are completely &quot;black&quot;. Fog of war simply means that the player does
areas that are completely "black". Fog of war simply means that the player does
not know the ownership (which player controls the tile).</p>
<p>Mountain tiles are always treated as a cluster. If you can see one tile of
the cluster, you see them all.</p>
Expand Down Expand Up @@ -219,7 +219,7 @@ <h2 id="ownership-of-territory"><a class="header" href="#ownership-of-territory"
<li>visibility of surrounding tiles</li>
<li>a digit (like Minesweeper) indicating how many (if any) items exist on adjacent unowned tiles</li>
</ul>
<p>(&quot;unowned&quot; here means: neutral or owned by another player)</p>
<p>("unowned" here means: neutral or owned by another player)</p>
<h2 id="capturing-territory"><a class="header" href="#capturing-territory">Capturing Territory</a></h2>
<h3 id="land"><a class="header" href="#land">Land</a></h3>
<p>Land is captured simply by clicking on it. You can only do it if you own at
Expand All @@ -237,7 +237,7 @@ <h3 id="land"><a class="header" href="#land">Land</a></h3>
<ul>
<li><strong>Mines</strong> will <strong>explode</strong>, giving the player a Death timeout</li>
<li><strong>Decoys</strong> will <strong>break</strong> / do nothing, and the tile will be captured as if it was empty</li>
<li><strong>Smoke Traps</strong> will &quot;blind&quot; the player</li>
<li><strong>Smoke Traps</strong> will "blind" the player</li>
</ul>
<p>Player strategy: if they think the tile is empty or a decoy, they should capture
it, breaking any decoy. If they think the tile contains a dangerous item, they
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6 changes: 3 additions & 3 deletions minewars/book/ideas.html
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Expand Up @@ -226,7 +226,7 @@ <h2 id="city-population--sustenance-cost"><a class="header" href="#city-populati
<p>This is just a reserve game design idea that should <em>only</em> be added if the game
otherwise proves to be very challenging to balance (particularly in the
late-game when players have a large and very productive empire).</p>
<p>Introduce an additional variable on cities, can be called &quot;population&quot; or &quot;sustenance&quot;.
<p>Introduce an additional variable on cities, can be called "population" or "sustenance".
This is a base number of Resources that is subtracted from the city's total resources,
to slow down the production rate.</p>
<p>As the game advances, its sustenance cost can rise, preventing it from becoming
Expand All @@ -237,12 +237,12 @@ <h3 id="building-progression"><a class="header" href="#building-progression">Bui
being constructed too early in the game.</p>
<h3 id="starvation"><a class="header" href="#starvation">Starvation</a></h3>
<p>If the city fails to cover its sustenance cost for an extended period of time
(&quot;starvation&quot;), it could be destroyed / removed from the game.</p>
("starvation"), it could be destroyed / removed from the game.</p>
<p>For example:
if the sustenance cost is currently X, and the city has less than X total resources,
a timer (say, one minute) starts. If the timer elapses, the city is turned to ruin.
If the player manages to recover some land within the timer, as soon as the city
has at least X resources, it leaves &quot;starving&quot; state and the timer resets.</p>
has at least X resources, it leaves "starving" state and the timer resets.</p>
<p>This would make cities non-permanent and allow the total number of cities on the
map to be reduced in the late-game.</p>
<p>When a player is eating away at the opponent's territory, the oppenent's city's
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2 changes: 1 addition & 1 deletion minewars/book/mgmt/monetization.html
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Expand Up @@ -185,7 +185,7 @@ <h2 id="premium-accounts"><a class="header" href="#premium-accounts">Premium Acc
<li></li>
</ul>
<p>It could be marketed with some language that appeals to competitive players, like:
&quot;Pro Competition Upgrade&quot; or something.</p>
"Pro Competition Upgrade" or something.</p>
<p>It could offer features like:</p>
<h3 id="replay-history"><a class="header" href="#replay-history">Replay History</a></h3>
<p>Non-premium players can only download a replay of the game they just played,
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2 changes: 1 addition & 1 deletion minewars/book/mgmt/philosophy.html
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Expand Up @@ -177,7 +177,7 @@ <h1 id="notes--philosophy"><a class="header" href="#notes--philosophy">Notes / P
<h2 id="ui-design"><a class="header" href="#ui-design">UI design</a></h2>
<p>Don't tell ppl what everything is. Entice exploration. Show the options and ppl
will want to play with them to see what they do.</p>
<p>Don't teach ppl any &quot;game meta&quot;, only how to use the basic mechanics. Let ppl
<p>Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
discover their own play style.</p>
<p>UI should be visually intuitive, easy to control with different input devices.</p>
<h2 id="input-devices"><a class="header" href="#input-devices">Input devices</a></h2>
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2 changes: 1 addition & 1 deletion minewars/book/mgmt/settings.html
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Expand Up @@ -216,7 +216,7 @@ <h3 id="colorblindness-color-remapping"><a class="header" href="#colorblindness-
<p>Should allow tweaking colors completely, selecting both a bright and dim shade for each player.</p>
<p>Should ideally have a UI color picker and a preview render to see what it looks like in context.</p>
<h3 id="colorblindness-tile-patterns"><a class="header" href="#colorblindness-tile-patterns">Colorblindness: tile patterns</a></h3>
<p>Provide &quot;patterned&quot; alternatives which could be used instead of the base flat color tile.</p>
<p>Provide "patterned" alternatives which could be used instead of the base flat color tile.</p>

</main>

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