PvP Combat
-Player encounters happen on "front lines"; that is, when your territory reaches +
Player encounters happen on "front lines"; that is, when your territory reaches that of another player.
You can try to capture another player's territory, just like you do neutral land at the start of the game.
@@ -190,12 +190,12 @@Digits
Further, an Asterisk (*) will be displayed with the digit, if there are any Decoys. 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.
-The game client can provide a feature to switch digits to "enemy preview" mode, +
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.
Defensive Play Overview
When you own territory, you do not want to leave it undefended and easy to capture. -Also, remember, if a player clicks on a "known safe" 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!
Therefore, as you gain new territory, you want to set up formations of defensive Items to protect it. The presence of items will stop an invader's expansion diff --git a/minewars/book/gameplay/structures.html b/minewars/book/gameplay/structures.html index fda86a720b..07b84345f8 100644 --- a/minewars/book/gameplay/structures.html +++ b/minewars/book/gameplay/structures.html @@ -190,7 +190,7 @@
Roads
HP: 3.
Roads serve to connect cities. An active road connection brings numerous benefits.
Roads do not have a direction, they are simply a kind of grid tile; each -tile either has road built on it, or not. The "path" / 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)
Two cities are considered to have an active road connection iff:
diff --git a/minewars/book/gameplay/territory.html b/minewars/book/gameplay/territory.html index 47813fdff0..9ed4cb192b 100644 --- a/minewars/book/gameplay/territory.html +++ b/minewars/book/gameplay/territory.html @@ -177,10 +177,10 @@Visibility -
Areas away from the player's territory are covered by "fog of war". The +
Areas away from the player's territory are covered by "fog of war". The player can see 3 tiles away from tiles they own.
The entire map's geography is shown to all players at all times, there are no -areas that are completely "black". 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).
Mountain tiles are always treated as a cluster. If you can see one tile of the cluster, you see them all.
@@ -219,7 +219,7 @@visibility of surrounding tiles
a digit (like Minesweeper) indicating how many (if any) items exist on adjacent unowned tiles
-("unowned" here means: neutral or owned by another player)
+("unowned" here means: neutral or owned by another player)
Capturing Territory
Land
Land is captured simply by clicking on it. You can only do it if you own at
@@ -237,7 +237,7 @@
Land
- Mines will explode, giving the player a Death timeout
- Decoys will break / do nothing, and the tile will be captured as if it was empty
-- Smoke Traps will "blind" the player
+- Smoke Traps will "blind" the player
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
diff --git a/minewars/book/ideas.html b/minewars/book/ideas.html
index 685a6f35ae..dd0251f72f 100644
--- a/minewars/book/ideas.html
+++ b/minewars/book/ideas.html
@@ -226,7 +226,7 @@
As the game advances, its sustenance cost can rise, preventing it from becoming
@@ -237,12 +237,12 @@
Bui
being constructed too early in the game.
Starvation
If the city fails to cover its sustenance cost for an extended period of time
-("starvation"), it could be destroyed / removed from the game.
+("starvation"), it could be destroyed / removed from the game.
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 "starving" state and the timer resets.
+has at least X resources, it leaves "starving" state and the timer resets.
This would make cities non-permanent and allow the total number of cities on the
map to be reduced in the late-game.
When a player is eating away at the opponent's territory, the oppenent's city's
diff --git a/minewars/book/mgmt/monetization.html b/minewars/book/mgmt/monetization.html
index 01a0a709a2..6319c0b9c5 100644
--- a/minewars/book/mgmt/monetization.html
+++ b/minewars/book/mgmt/monetization.html
@@ -185,7 +185,7 @@
Premium Acc
…
It could be marketed with some language that appeals to competitive players, like:
-"Pro Competition Upgrade" or something.
+"Pro Competition Upgrade" or something.
It could offer features like:
Replay History
Non-premium players can only download a replay of the game they just played,
diff --git a/minewars/book/mgmt/philosophy.html b/minewars/book/mgmt/philosophy.html
index b928af6732..e6f5334378 100644
--- a/minewars/book/mgmt/philosophy.html
+++ b/minewars/book/mgmt/philosophy.html
@@ -177,7 +177,7 @@
Notes / P
UI design
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.
-Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
+
Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
discover their own play style.
UI should be visually intuitive, easy to control with different input devices.
Input devices
diff --git a/minewars/book/mgmt/settings.html b/minewars/book/mgmt/settings.html
index 57c7766054..52c92d37eb 100644
--- a/minewars/book/mgmt/settings.html
+++ b/minewars/book/mgmt/settings.html
@@ -216,7 +216,7 @@ Colorblindness: tile patterns
-Provide "patterned" alternatives which could be used instead of the base flat color tile.
+Provide "patterned" alternatives which could be used instead of the base flat color tile.
As the game advances, its sustenance cost can rise, preventing it from becoming @@ -237,12 +237,12 @@
Bui
being constructed too early in the game.
Starvation
If the city fails to cover its sustenance cost for an extended period of time
-("starvation"), it could be destroyed / removed from the game.
+("starvation"), it could be destroyed / removed from the game.
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 "starving" state and the timer resets.
+has at least X resources, it leaves "starving" state and the timer resets.
This would make cities non-permanent and allow the total number of cities on the
map to be reduced in the late-game.
When a player is eating away at the opponent's territory, the oppenent's city's
diff --git a/minewars/book/mgmt/monetization.html b/minewars/book/mgmt/monetization.html
index 01a0a709a2..6319c0b9c5 100644
--- a/minewars/book/mgmt/monetization.html
+++ b/minewars/book/mgmt/monetization.html
@@ -185,7 +185,7 @@
Premium Acc
…
It could be marketed with some language that appeals to competitive players, like:
-"Pro Competition Upgrade" or something.
+"Pro Competition Upgrade" or something.
It could offer features like:
Replay History
Non-premium players can only download a replay of the game they just played,
diff --git a/minewars/book/mgmt/philosophy.html b/minewars/book/mgmt/philosophy.html
index b928af6732..e6f5334378 100644
--- a/minewars/book/mgmt/philosophy.html
+++ b/minewars/book/mgmt/philosophy.html
@@ -177,7 +177,7 @@
Notes / P
UI design
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.
-Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
+
Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
discover their own play style.
UI should be visually intuitive, easy to control with different input devices.
Input devices
diff --git a/minewars/book/mgmt/settings.html b/minewars/book/mgmt/settings.html
index 57c7766054..52c92d37eb 100644
--- a/minewars/book/mgmt/settings.html
+++ b/minewars/book/mgmt/settings.html
@@ -216,7 +216,7 @@ Colorblindness: tile patterns
-Provide "patterned" alternatives which could be used instead of the base flat color tile.
+Provide "patterned" alternatives which could be used instead of the base flat color tile.
It could be marketed with some language that appeals to competitive players, like: -"Pro Competition Upgrade" or something.
+"Pro Competition Upgrade" or something.It could offer features like:
Replay History
Non-premium players can only download a replay of the game they just played, diff --git a/minewars/book/mgmt/philosophy.html b/minewars/book/mgmt/philosophy.html index b928af6732..e6f5334378 100644 --- a/minewars/book/mgmt/philosophy.html +++ b/minewars/book/mgmt/philosophy.html @@ -177,7 +177,7 @@
Notes / P
UI design
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.
-Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
+
Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
discover their own play style.
UI should be visually intuitive, easy to control with different input devices.
Input devices
diff --git a/minewars/book/mgmt/settings.html b/minewars/book/mgmt/settings.html
index 57c7766054..52c92d37eb 100644
--- a/minewars/book/mgmt/settings.html
+++ b/minewars/book/mgmt/settings.html
@@ -216,7 +216,7 @@ Colorblindness: tile patterns
-Provide "patterned" alternatives which could be used instead of the base flat color tile.
+Provide "patterned" alternatives which could be used instead of the base flat color tile.
Win
Score
During the game, there can be a scoreboard allowing players to judge the progress through the game, based on their (and other players') stats.
-The most important number is the "cities owned". It indicates the size of each +
The most important number is the "cities owned". It indicates the size of each player's empire.
There can be a mini-scoreboard on-screen at all times, showing the number of cities for each player in the match.
Additionally, players can bring up a detailed scoreboard, which provides more stats. Some example things we can include:
-
-
- "Kills": number of times another player has stepped on a player's mine -
- "Deaths": number of times the player has stepped on another player's mine -
- "Captures": number of times the player has captured a city +
- "Kills": number of times another player has stepped on a player's mine +
- "Deaths": number of times the player has stepped on another player's mine +
- "Captures": number of times the player has captured a city
The Map: Cities and Geography
Every game session/match happens on a new, procedurally-generated map.
@@ -420,7 +420,7 @@Ban Stage
Regions
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 region. The region
-is the city's "area of responsibility".
+is the city's "area of responsibility".
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 income
for the player, based on the amount of available resources.
@@ -439,7 +439,7 @@ Generation
cities balanced in resource availablitity. Regions will be computed so that
similar amounts of total resources are available in each region.
The algorithm starts from the location of each city and gradually expands the
-region in the area around it, similar to a "floodfill" or "breadth-first-search"
+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.
@@ -466,10 +466,10 @@ Visibility
-Areas away from the player's territory are covered by "fog of war". The
+
Areas away from the player's territory are covered by "fog of war". The
player can see 3 tiles away from tiles they own.
The entire map's geography is shown to all players at all times, there are no
-areas that are completely "black". 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).
Mountain tiles are always treated as a cluster. If you can see one tile of
the cluster, you see them all.
@@ -508,7 +508,7 @@ visibility of surrounding tiles
a digit (like Minesweeper) indicating how many (if any) items exist on adjacent unowned tiles
-("unowned" here means: neutral or owned by another player)
+("unowned" here means: neutral or owned by another player)
Capturing Territory
Land
Land is captured simply by clicking on it. You can only do it if you own at
@@ -526,7 +526,7 @@
Land
- Mines will explode, giving the player a Death timeout
- Decoys will break / do nothing, and the tile will be captured as if it was empty
-- Smoke Traps will "blind" the player
+- Smoke Traps will "blind" the player
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
@@ -735,7 +735,7 @@
Costs
The initial (spawn) city of each player starts with: 16.0
PvP Combat
-Player encounters happen on "front lines"; that is, when your territory reaches
+
Player encounters happen on "front lines"; that is, when your territory reaches
that of another player.
You can try to capture another player's territory, just like you do neutral land
at the start of the game.
@@ -751,12 +751,12 @@ Digits
Further, an Asterisk (*) will be displayed with the digit, if there are any
Decoys. 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.
-The game client can provide a feature to switch digits to "enemy preview" mode,
+
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.
Defensive Play Overview
When you own territory, you do not want to leave it undefended and easy to capture.
-Also, remember, if a player clicks on a "known safe" 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!
Therefore, as you gain new territory, you want to set up formations of defensive
Items to protect it. The presence of items will stop an invader's expansion
@@ -835,7 +835,7 @@
Strike
marked tiles. Converts the tile kind to Destroyed Land.
Costs money.
Can be applied to any Visible tile.
-The game client should allow the user to first "mark"/"flag" the tiles
+
The game client should allow the user to first "mark"/"flag" the tiles
selected for a strike. This displays Marks 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
@@ -874,20 +874,20 @@
Deploy Item
between multiple cities, if there are active road connections.
Items can be deployed only to empty (not containing a structure or item)
land tiles.
-Additionally, decoys can be "upgraded" to mines.
+Additionally, decoys can be "upgraded" to mines.
Initiate Construction
Cooldown: 0.5 sec.
Delay: 0.0 sec.
Place a Structure on a tile that is owned by the player.
The player must own the city of the region.
-The Structure is not ready immediately. When placed, it is in "pending"
-mode, and the city is set to "construction" mode.
-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 Structure is not ready immediately. When placed, it is in "pending"
+mode, and the city is set to "construction" mode.
+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.
-While a city is in "construction" mode, part of its resources are directed towards
+
While a city is in "construction" mode, part of its resources are directed towards
construction progress, instead of generating income.
-If there are multiple "pending" structures in a given region, they are processed
+
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.
When building roads, all selected tiles are submitted as a single action.
Bulldoze Structure
@@ -911,8 +911,8 @@ Harvest Tile
Mines
Mines will explode when stepped on, resulting in the offending player
-receiving a Death Timeout. This adds to the "Death" count of the offending
-player and to your "Kill" count.
+receiving a Death Timeout. This adds to the "Death" count of the offending
+player and to your "Kill" count.
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 2.0 sec.
@@ -952,7 +952,7 @@ Roads
HP: 3.
Roads serve to connect cities. An active road connection brings numerous benefits.
Roads do not have a direction, they are simply a kind of grid tile; each
-tile either has road built on it, or not. The "path" / 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)
Two cities are considered to have an active road connection iff:
@@ -1061,7 +1061,7 @@
As the game advances, its sustenance cost can rise, preventing it from becoming
@@ -1072,12 +1072,12 @@
Bui
being constructed too early in the game.
Starvation
If the city fails to cover its sustenance cost for an extended period of time
-("starvation"), it could be destroyed / removed from the game.
+("starvation"), it could be destroyed / removed from the game.
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 "starving" state and the timer resets.
+has at least X resources, it leaves "starving" state and the timer resets.
This would make cities non-permanent and allow the total number of cities on the
map to be reduced in the late-game.
When a player is eating away at the opponent's territory, the oppenent's city's
@@ -1105,7 +1105,7 @@
Elimi
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.
-Leads to distinct "early game", "mid game", and "late game" gameplay.
+Leads to distinct "early game", "mid game", and "late game" gameplay.
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
@@ -1206,7 +1206,7 @@
Premium Acc
…
It could be marketed with some language that appeals to competitive players, like:
-"Pro Competition Upgrade" or something.
+"Pro Competition Upgrade" or something.
It could offer features like:
Replay History
Non-premium players can only download a replay of the game they just played,
@@ -1275,7 +1275,7 @@
Colorblindness: tile patterns
-Provide "patterned" alternatives which could be used instead of the base flat color tile.
+Provide "patterned" alternatives which could be used instead of the base flat color tile.
Achievement Ideas
Minesweeper Pro
Win a multiplayer game without ever stepping on a mine.
@@ -1327,7 +1327,7 @@ UI design
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.
-Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
+
Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
discover their own play style.
UI should be visually intuitive, easy to control with different input devices.
Input devices
@@ -1398,10 +1398,10 @@ Map Data
-xxx----
Item Kind
("unowned" here means: neutral or owned by another player)
+("unowned" here means: neutral or owned by another player)
Capturing Territory
Land
Land is captured simply by clicking on it. You can only do it if you own at @@ -526,7 +526,7 @@
Land
- Mines will explode, giving the player a Death timeout
- Decoys will break / do nothing, and the tile will be captured as if it was empty -
- Smoke Traps will "blind" the player +
- Smoke Traps will "blind" the player
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 @@ -735,7 +735,7 @@
Costs
PvP Combat
-Player encounters happen on "front lines"; that is, when your territory reaches +
Player encounters happen on "front lines"; that is, when your territory reaches that of another player.
You can try to capture another player's territory, just like you do neutral land at the start of the game.
@@ -751,12 +751,12 @@Digits
Further, an Asterisk (*) will be displayed with the digit, if there are any Decoys. 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.
-The game client can provide a feature to switch digits to "enemy preview" mode, +
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.
Defensive Play Overview
When you own territory, you do not want to leave it undefended and easy to capture. -Also, remember, if a player clicks on a "known safe" 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!
Therefore, as you gain new territory, you want to set up formations of defensive Items to protect it. The presence of items will stop an invader's expansion @@ -835,7 +835,7 @@
Strike
marked tiles. Converts the tile kind to Destroyed Land.Costs money.
Can be applied to any Visible tile.
-The game client should allow the user to first "mark"/"flag" the tiles +
The game client should allow the user to first "mark"/"flag" the tiles selected for a strike. This displays Marks 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 @@ -874,20 +874,20 @@
Deploy Item
between multiple cities, if there are active road connections.Items can be deployed only to empty (not containing a structure or item) land tiles.
-Additionally, decoys can be "upgraded" to mines.
+Additionally, decoys can be "upgraded" to mines.
Initiate Construction
Cooldown: 0.5 sec. Delay: 0.0 sec.
Place a Structure on a tile that is owned by the player.
The player must own the city of the region.
-The Structure is not ready immediately. When placed, it is in "pending" -mode, and the city is set to "construction" mode.
-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 Structure is not ready immediately. When placed, it is in "pending" +mode, and the city is set to "construction" mode.
+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.
-While a city is in "construction" mode, part of its resources are directed towards +
While a city is in "construction" mode, part of its resources are directed towards construction progress, instead of generating income.
-If there are multiple "pending" structures in a given region, they are processed +
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.
When building roads, all selected tiles are submitted as a single action.
Bulldoze Structure
@@ -911,8 +911,8 @@Harvest Tile
Mines
Mines will explode when stepped on, resulting in the offending player -receiving a Death Timeout. This adds to the "Death" count of the offending -player and to your "Kill" count.
+receiving a Death Timeout. This adds to the "Death" count of the offending +player and to your "Kill" count.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 2.0 sec.
@@ -952,7 +952,7 @@Roads
HP: 3.
Roads serve to connect cities. An active road connection brings numerous benefits.
Roads do not have a direction, they are simply a kind of grid tile; each -tile either has road built on it, or not. The "path" / 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)
Two cities are considered to have an active road connection iff:
@@ -1061,7 +1061,7 @@
As the game advances, its sustenance cost can rise, preventing it from becoming
@@ -1072,12 +1072,12 @@
Bui
being constructed too early in the game.
Starvation
If the city fails to cover its sustenance cost for an extended period of time
-("starvation"), it could be destroyed / removed from the game.
+("starvation"), it could be destroyed / removed from the game.
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 "starving" state and the timer resets.
+has at least X resources, it leaves "starving" state and the timer resets.
This would make cities non-permanent and allow the total number of cities on the
map to be reduced in the late-game.
When a player is eating away at the opponent's territory, the oppenent's city's
@@ -1105,7 +1105,7 @@
Elimi
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.
-Leads to distinct "early game", "mid game", and "late game" gameplay.
+Leads to distinct "early game", "mid game", and "late game" gameplay.
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
@@ -1206,7 +1206,7 @@
Premium Acc
…
It could be marketed with some language that appeals to competitive players, like:
-"Pro Competition Upgrade" or something.
+"Pro Competition Upgrade" or something.
It could offer features like:
Replay History
Non-premium players can only download a replay of the game they just played,
@@ -1275,7 +1275,7 @@
Colorblindness: tile patterns
-Provide "patterned" alternatives which could be used instead of the base flat color tile.
+Provide "patterned" alternatives which could be used instead of the base flat color tile.
Achievement Ideas
Minesweeper Pro
Win a multiplayer game without ever stepping on a mine.
@@ -1327,7 +1327,7 @@ UI design
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.
-Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
+
Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
discover their own play style.
UI should be visually intuitive, easy to control with different input devices.
Input devices
@@ -1398,10 +1398,10 @@ Map Data
-xxx----
Item Kind
Starvation
If the city fails to cover its sustenance cost for an extended period of time -("starvation"), it could be destroyed / removed from the game.
+("starvation"), it could be destroyed / removed from the game.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 "starving" state and the timer resets.
+has at least X resources, it leaves "starving" state and the timer resets.This would make cities non-permanent and allow the total number of cities on the map to be reduced in the late-game.
When a player is eating away at the opponent's territory, the oppenent's city's @@ -1105,7 +1105,7 @@
Elimi
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.
-Leads to distinct "early game", "mid game", and "late game" gameplay.
+Leads to distinct "early game", "mid game", and "late game" gameplay.
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
@@ -1206,7 +1206,7 @@
Premium Acc
…
It could be marketed with some language that appeals to competitive players, like:
-"Pro Competition Upgrade" or something.
+"Pro Competition Upgrade" or something.
It could offer features like:
Replay History
Non-premium players can only download a replay of the game they just played,
@@ -1275,7 +1275,7 @@
Colorblindness: tile patterns
-Provide "patterned" alternatives which could be used instead of the base flat color tile.
+Provide "patterned" alternatives which could be used instead of the base flat color tile.
Achievement Ideas
Minesweeper Pro
Win a multiplayer game without ever stepping on a mine.
@@ -1327,7 +1327,7 @@ UI design
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.
-Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
+
Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl
discover their own play style.
UI should be visually intuitive, easy to control with different input devices.
Input devices
@@ -1398,10 +1398,10 @@ Map Data
-xxx----
Item Kind
It could be marketed with some language that appeals to competitive players, like: -"Pro Competition Upgrade" or something.
+"Pro Competition Upgrade" or something.It could offer features like:
Replay History
Non-premium players can only download a replay of the game they just played, @@ -1275,7 +1275,7 @@
Colorblindness: tile patterns
-Provide "patterned" alternatives which could be used instead of the base flat color tile.
+Provide "patterned" alternatives which could be used instead of the base flat color tile.
Achievement Ideas
Minesweeper Pro
Win a multiplayer game without ever stepping on a mine.
@@ -1327,7 +1327,7 @@UI design
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.
-Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl +
Don't teach ppl any "game meta", only how to use the basic mechanics. Let ppl discover their own play style.
UI should be visually intuitive, easy to control with different input devices.
Input devices
@@ -1398,10 +1398,10 @@Map Data
-xxx----