Another entry for the competition. No comparison to Miners, but what the hey. Any comments welcome.
http://69.198.177.99/hexwar.html
EDIT: Oh yeah, this is a 2 player game. No AI, sorry.
Another entry for the competition. No comparison to Miners, but what the hey. Any comments welcome.
http://69.198.177.99/hexwar.html
EDIT: Oh yeah, this is a 2 player game. No AI, sorry.
um, is there an AI to play against? or do I have to beat myself :
I was enumerating the game types we haven’t seen yet; fighter, sports, and turnbased war game. We now have a war ;D . I would’ve liked to have had an ai opponent as well. Also, the map is pretty uninteresting. Good implementation though. Just not alot of replay value. :-\
Yeah, I threw it together before asteroids to flex the 4K muscle, then left it. Might go back to it and try to put AI and a little randomness to the map. But I am working on another one right now.
Works fine. While I like the idea of two player games (I keep being tempted to do a 2 player network one), I noticed that the sole (I think) 2 player from last year didn’t do well because the judges had no one to play against. Adding AI would fix this.
Maybe for each cell, score itself & each surrounding cell - maybe = Acell_growth + Bown_troops_in_cell + C*enemy_troops_in_cell. Where A, B, C are TBS constants, which could be negative. You may alternatively need weighting inversely proportional to the number of troops in the cell. Maybe B/(own_troops_in_cell+1).
AI for attacking enemy cells could be tricky. I assume you need the total number of your troops piling into the enemy cell, to exceed the enemy troop number. If this is simplified to only considering an attack from one cell, the score for the enemy cell could be zeroed, if you have insufficient troops to take it.
I was thinking, maybe split the troop movements proportionally according to cell scores, but as there are only 5 moves allowed, it seems more likely that a record of the top 5 scoring moves should be kept & those executed. Maybe simplify to only allow one troop movement from each source hex - that would avoid diluting troop effort, which could lead to attempts to capture enemy hexs to fail.
Not perfect, by a long chalk (but then the human player wouldn’t have a chance). Don’t know if there’s room either
Alan
Interesting… I have nobody to try this with right now, though… I’ll try it if I get the chance.
Do you have any code for this that you can zip up? I had a boardgame that I was working on that had a hexagonal grid, but I couldn’t ever get anything to work as well as yours does.
Not working on my Mac (10.4 Java 5 latest DP)
The game window comes up but it is only 1/2 hex tile tall and 5 tiles wide.
Made a change that will hopefully fix that. Can you try again, just to see if the window is the right size.
Thanks.
Turns out I have more than 600 bytes left on this one. Will definitly come back to it, after I finish the one I am working on now.
FIXED.