ManicMan
Lord
Okay, while there is a bit about this every so often, I decided I wanna bit of talk on this ^_^ Basically, how to solo-play games.
I think some Solo-play rules are basically no different from 'Co-Op' rules, which is when you kinda play as the 'good guys' with the 'bad guys' being controlled by all players often via a chain rule set.
now, For dungeon crawlers (like HeroQuest) this is pretty easy. You already have alot of the chain set up in that you have squares for movement, you have stat cards which say how many squares you move etc. All you really need is a basic extra rule set which basically control who they go after (do they move towards the closest player, the weakest player, etc). If you go a bit more advanced, you can factor in when best to attack and when to retreat, or even factor in the enemy Mind points (or whatever the game system has) to decide how 'smart' there actions are.
For Skirmish games, it becomes a bit harder. By Skirmish I'm saying that a player controls a small group of figures, more then just a single miniature. In theory you get the same kinda simple method used for Dungeon Crawlers but Skirmish often doesn't use a square based system but swap to a measurement based system, mostly using inches or millimetres. things like Single page rules (which are... to be printed on pretty large pages these days) use a decision tree method which CAN work okay, but of course, you end up with alot of strategy being lost as the rules as basically 'if enemies between you and your objective, Attack them if you can, else run towards your objective but that often feels.. kinda hollow at times.
Then you get Army combat. This is when you have a bunch of units under command. It follows on from Skirmish but gets even more complex cause in theory, you have the interplay of unit vs unit to deal with.
Really, I wanna work on a Solo-play system which can kinda be 'plug and played' into whatever system (though I'm not aiming to make one any time soon). My approach is from a video game coding point of view. I might not have any 'hits' under my belt but I have released a few games over my time and I very much have knowledge of various systems which include enemy control. If you look at some of the earliest games like Space Invaders, you have pretty much VERY dumb Enemy Logic.
This system was used for MANY MANY years and is still used to a degree these days. Most platform games basically use it. While not the first, we have Pac-man adding in a major overhaul. Each ghost (given a name which is just flavour, and a nickname which is based on there own logic) was given slightly different logic.
Red Blinky (nicknamed Shadow) is designed to directly follow Pac-man through the maze in normal 'chase' mode, 'head to the upper right in 'scatter' mode (when ghosts turn flashing) and will speed up based on the number of dots left in the maze
Pink Pinky (nicknamed Speedy) targets a dot which is 2 spots infront of Pac-man, thus heading him off. in Scatter mode heads to the upper left.
Blue Inky (nicknamed Bashful) targets using a bit of maths based on Blinky and Pac-mans relative distance from each other in Chase mode, heads to the bottom Right in Scatter mode.
Orange Clyde (nicknamed Pokey) heads toward Pac-man in Chase mode UNLESS he is within 8 dots of Pac-man, then he heads to his scatter target, which is the lower left.
well.. that's about right.. there are variations of course, but that givens each 'unit' a different characteristic and they play differently (you can always tell a poorly made Pac-man clone cause they don't have different characteristics.
ALOT of games still use that logic where different units have a base line code but then have tweaks based on characteristics, so you can have them function differently.
Going back a bit, I think the Computer versions of HeroQuest, used the first code. each enemy acts in the same way. There is no real characteristics based on unit type. Which I think it's pretty fine for Dungeon Crawlers, it's just when you get to more advanced games like Skirmish and Army, you really need something different. You need the pac-man style to have logic tweaks.
Oakbound's Thunder under mount Silence uses 3 types of Chain logic, with different unit types being one of them three. This gives some variation without being overly complex for a dungeon crawler. The role are 'Marauders' which do what they can to rush into combat, 'Guards' who will guard over a target and mostly stay close to that, and 'Sentries' who patrol the board. There is also a 4th 'Agent' which is a lot more loose and is a catch all for any special case.
Like I said before, One page rules gives a system for Skirmish games but I think it's a bit too simple but also defines units under one of three types (this one based on weapons (Melee, Ranged, Mixed).
As I play it a fair bit, Zombicide (a more modern system) uses a very VERY basic system. Enemies always hit, always move towards line of sight or 'loudest' target (when you fire a bullet based weapon, you make a noise, each character is a noise, etc). the odd special rule for some special characters but that is about it. very automatic with little variation as the game is more about skilful players vs brainless hordes.
So.. lets discuss various solo-play options, the good, the bad, everything in between ^_^ maybe what you think a solo-play system should have or want it to have. Problem with any solo-play system (though sometimes, maybe not a problem) is you mostly have the option of deciding of the enemy goes easy on you or not.
I think some Solo-play rules are basically no different from 'Co-Op' rules, which is when you kinda play as the 'good guys' with the 'bad guys' being controlled by all players often via a chain rule set.
now, For dungeon crawlers (like HeroQuest) this is pretty easy. You already have alot of the chain set up in that you have squares for movement, you have stat cards which say how many squares you move etc. All you really need is a basic extra rule set which basically control who they go after (do they move towards the closest player, the weakest player, etc). If you go a bit more advanced, you can factor in when best to attack and when to retreat, or even factor in the enemy Mind points (or whatever the game system has) to decide how 'smart' there actions are.
For Skirmish games, it becomes a bit harder. By Skirmish I'm saying that a player controls a small group of figures, more then just a single miniature. In theory you get the same kinda simple method used for Dungeon Crawlers but Skirmish often doesn't use a square based system but swap to a measurement based system, mostly using inches or millimetres. things like Single page rules (which are... to be printed on pretty large pages these days) use a decision tree method which CAN work okay, but of course, you end up with alot of strategy being lost as the rules as basically 'if enemies between you and your objective, Attack them if you can, else run towards your objective but that often feels.. kinda hollow at times.
Then you get Army combat. This is when you have a bunch of units under command. It follows on from Skirmish but gets even more complex cause in theory, you have the interplay of unit vs unit to deal with.
Really, I wanna work on a Solo-play system which can kinda be 'plug and played' into whatever system (though I'm not aiming to make one any time soon). My approach is from a video game coding point of view. I might not have any 'hits' under my belt but I have released a few games over my time and I very much have knowledge of various systems which include enemy control. If you look at some of the earliest games like Space Invaders, you have pretty much VERY dumb Enemy Logic.
Code:
10 Set Direction = right;
20 Move direction;
30 if (hit path end right) then Set Direction = left else set direction right;
40 move down one;
50 Move direction;
60 Speed +=1;
70 go to 20;
This system was used for MANY MANY years and is still used to a degree these days. Most platform games basically use it. While not the first, we have Pac-man adding in a major overhaul. Each ghost (given a name which is just flavour, and a nickname which is based on there own logic) was given slightly different logic.
Red Blinky (nicknamed Shadow) is designed to directly follow Pac-man through the maze in normal 'chase' mode, 'head to the upper right in 'scatter' mode (when ghosts turn flashing) and will speed up based on the number of dots left in the maze
Pink Pinky (nicknamed Speedy) targets a dot which is 2 spots infront of Pac-man, thus heading him off. in Scatter mode heads to the upper left.
Blue Inky (nicknamed Bashful) targets using a bit of maths based on Blinky and Pac-mans relative distance from each other in Chase mode, heads to the bottom Right in Scatter mode.
Orange Clyde (nicknamed Pokey) heads toward Pac-man in Chase mode UNLESS he is within 8 dots of Pac-man, then he heads to his scatter target, which is the lower left.
well.. that's about right.. there are variations of course, but that givens each 'unit' a different characteristic and they play differently (you can always tell a poorly made Pac-man clone cause they don't have different characteristics.
ALOT of games still use that logic where different units have a base line code but then have tweaks based on characteristics, so you can have them function differently.
Going back a bit, I think the Computer versions of HeroQuest, used the first code. each enemy acts in the same way. There is no real characteristics based on unit type. Which I think it's pretty fine for Dungeon Crawlers, it's just when you get to more advanced games like Skirmish and Army, you really need something different. You need the pac-man style to have logic tweaks.
Oakbound's Thunder under mount Silence uses 3 types of Chain logic, with different unit types being one of them three. This gives some variation without being overly complex for a dungeon crawler. The role are 'Marauders' which do what they can to rush into combat, 'Guards' who will guard over a target and mostly stay close to that, and 'Sentries' who patrol the board. There is also a 4th 'Agent' which is a lot more loose and is a catch all for any special case.
Like I said before, One page rules gives a system for Skirmish games but I think it's a bit too simple but also defines units under one of three types (this one based on weapons (Melee, Ranged, Mixed).
As I play it a fair bit, Zombicide (a more modern system) uses a very VERY basic system. Enemies always hit, always move towards line of sight or 'loudest' target (when you fire a bullet based weapon, you make a noise, each character is a noise, etc). the odd special rule for some special characters but that is about it. very automatic with little variation as the game is more about skilful players vs brainless hordes.
So.. lets discuss various solo-play options, the good, the bad, everything in between ^_^ maybe what you think a solo-play system should have or want it to have. Problem with any solo-play system (though sometimes, maybe not a problem) is you mostly have the option of deciding of the enemy goes easy on you or not.