Project :: Part IV

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Anoter change of plans, before actually adding/editting any new game mechanics to settlers of catan, I decided to first build the original game and work from that. As mentioned earlier, I created a framework so the visuals and interaction can be manipulated as much as I want without messing up the game.

Today I finished writing the game rules for placing settlements, cities and roads, which are the following:

Building Roads

  • One end of the road must join up to either an existing road, settlement or city.
  • The piece it joins to must belong to the same player.
  • Only one road is allowed per edge.
  • Roads can not go through a settlement or city if that belongs to another player.

Building Settlements and Cities

  • Settlements must be placed on a corner next to a road belonging to the same player.
  • No settlements can be placed within 2 edges of another settlement or city.
  • Only one settlement or citiy is allowed per corner.

It’s still in a development mode, so I don’t need resources to build yet, and I made it so that I can do everything with a mouse and several building options. Here is what it looks like now:

Project :: Part III

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The other development was going way to slow and when investigating the concept with a friend we came to the conclusion that it would become more of a luck then a strategy game, bringing the balance out of the game. So I had to start over, the things I learned are that you should try and seperate programming and the visuals (+interaction) and I should have analyzed the game more.

What makes Settlers of Catan (SOC) ?

The typical aspect in all versions of soc (the card game, the board game, etc.) is that you need to get resources to build. You grow by building roads, settlements and cities, but while you are getting bigger you should always be aware of the robber.

The first setup.

The position where you place your first settlement depends on a few factors:

  1. You look at the resources you want, in most cases this would be at least wood and brick to build roads and so you only need wheat and sheep to build further.
  2. You look at the harbors that are nearby for a good trading position.
  3. You look at the positions of the other players (if possible) and determine which resource is going to be needed.
  4. You look at the fertility of each ground (the numbers placed on the tiles), the six and the eight are numbers that usualy have a good pay-out ratio. So you want to get a settlement there.
  5. The connection has something to do with it too sometimes, with connections I mean, if an opponent places his settlement against a ground with the number 5 you might want to get a settlement at the other 5 on the board so when five is thrown you both got payed-out.

Negative points soc?

Many people say there are no negative sides to soc and that it’s perfectly balanced. Although I agree it’s balanced there are some things which don’t feel ‘fair’.

  1. Settlements against a number like 6 or 8, could quickly get resources and might have an unfair advantage from the start.
  2. Trading doesn’t always works, you know you are helping another player to get something he wants to expand. Trading with harbors might be a safer bet.

The new island:

Project :: Part II

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The development of the multi-touch version is going very slow, hopefully that will speed up in the upcomming days. Anyway, below you can find some development pictures of the prototype. Don’t look at the art as if the prototype/concept works the whole game will be rewritten and I will have an artist look at the graphics.

On the map in the upper left corner, my first attempt, I tried a dragging procedure. Click on the building icon and a house will apear which you could drag to the desired position. The resources you could drag into the desired holes. In theory it looked nice, but it didn’t work as if everyone would drag it would become chaos.

So I needed to figure out a way I could avoid dragging and I came with the idea to give the players a small minimap (this will only show the map, not houses, roads, or other things that will be placed on the mainboard). I created a test (in the upper right corner) to see if that worked. You could click on the ‘build village’ icon, then press the space on the minimap where you want the house and the pink round circle will appear around that space, press one of these circles to choose the position for the house on that space. Although it felt you had to press a lot of buttons before you could build anything, it works suprisingly well!

Then I came to the problem that I needed four mini boards around the main board, but there was almost no space to place everything, besides the players on the left and right side of the board on a rectangle table would have less space then the players sitting on the long side. Eventually the corners turned out to be the solution for this as as seen in the lower right corner picture.

I’ve been very busy with how to present the resources as well. At first I wanted the players to drag the resources in the desired hole, but now that I am avoiding dragging it should be presented in another way. I made another radar seperated into 17 blocks, those blocks are transparant at first, but when a resource has been received, that amount of blocks will color dark. The same color so no other player could know what it is. When you want to know how many sheeps you have, you click on the sheep icon and the blocks that contain sheep will turn green and you can count how many you got. When you release the button it will all be dark again. For me this method was ideal, but my test audience had a lot of critique, they wanted to show the amount of resources all at once and they were to spoiled to count so they wanted a number to give it to them straight.

The result can also be seen in the lower corner picture, it’s a ship with all the resources on it, but you can’t see the amount yet. A big number shows how many resources you got, when you press on it, the amount of all the resources will appear.

Next, the building …

Project :: Part I

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Today I started working on a concept for my project. The goal is to design a new digital version of the traditional board game Settlers of Catan. The idea is the following. It will be a realtime/turnbased game, what that means will hopefully be clear after you read the concept.

Start
Every player is able to place a house and a road on the board. Once placed, it’s stuck and can not be changed.

First Turn
The first player is randomly decided by the computer. That player is able to press the ‘Next Day’-button first, which will start the day/night cycle. The ecosystem, calculated by the computer, will make the resources appear around the houses, through some predefined stages, when the resource reaches the final stage that player is able to drag it to his stash. Every player is allowed to trade and build whenever they feel like it. After the cycle has been complete, the ‘Next Day’-button will appear at the next player, this player is then in control to decide when the next cycle will start.

Iteration
This will repeat itself untill a winning condition has been met.

Robber
The robber is controlled by AI as well and there is high chance he likes to sabotage the player that is leading. However the robber can be forced to go to another position, if a person draws a knight as a development ‘card’.

Development Cards
Are now special abilities. When a player buys a random ability he can use his hand to cover the ability he received. He can use this ability whenever.

I know it’s not a detailed description of the idea yet and it changes a lot of the original game already, but I am just wondering if this would work and it’s experience. So I am going to build a prototype of this concept to see how it plays.

Research :: Part X (Supportive Narrative)

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Eleven days have been passed and I have been working hard on both my supportive narrative, project and presentation. The MOCK exam, which basicly means that you have to present your project and progress before a school committee, has been held on the 5th of june. The reactions I got were very positive! So I am glad. I will try and put up a section this weekend where I will post the draft of my supportive narrative for those who are interested. It will contain possible ways for a computer to augment existing mechanics, some new computer mechanics, some supportive mechanics and the limitations that come with my touchscreen setup.

Next week I will start building an expansion for Settlers of Catan. I want to experiment with a realtime version first (instead of turn-based).

Research :: Part IX (Supportive Narrative)

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It’s been a while since I’ve posted (I keep saying that), but I am still working very hard on my deliverables for this week. Tomorrow, well actually today, I need to have achieved the following:

  1. Uploaded a revised graduation proposol.
  2. Completed the outline; Which consists of a draft introduction, research questions, set of sub questions, chapter-layout, expected conclusions and draft version of the reference list.
  3. Have a first written chapter.
  4. Uploaded the presentation for the MOCK exam.

I haven’t revised the graduation proposol yet and I haven’t completed the first written chapter. I do however have a first start of the first chapter, a draft introduction, a chapter layout, a reference list and I made the presentation for the MOCK exam on thursday.

The chapter-layout looks like this:

Preface.

1. Introduction.

1.1 Background.

1.2 Purpose.

1.3 Table-Top Multi-Touch Surface.

1.3.1 FTIR..

1.3.2 Hardware.

1.3.3 Multi-Touch.

1.3.4 External Software.

2. Exploring Digital Augmentation.

2.1 Possibilities.

2.2 Impossibilities.

3. Case Study with Settlers of Catan.

4. Discussion.

5. References 

Research :: Part VIII (Supportive Narrative)

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I’ve been working day and night to figure out what it is that I am exactly doing and most importantly why? My problem was that I was thinking to broad and to large, I wanted to know, read and include everything which resulted in a lot of painfull headaches and angry explosions. But finaly! I’ve come up with a scope I am happy with.

Research part of my graduation project
A study on digital augmentation of traditional board games on a (multi) touch surface.

1. Exploring the pro’s and con’s between traditional board games and a (multi) touch surface.
2. Case study with Settlers of Catan. Trying to augment it.

Project part of my graduation project
A digital augmented version of Settlers of Catan

1. Building the hardware, in other words the multi-touch surface.
2. Developing the communication software, in other words the communication between the hardware and Flash.
3. Designing and Developing the augmented version of Settlers of Catan.

Touch!Library version 1

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A lot of people have asked me which tools I use to create my flash applications and so I decided that allthough not bugfree nor finished I will release my Touch!Library in the hope it will help people.

1. Download FLOSC at http://benchun.net/flosc/
2. Download TouchLib at http://nuigroup.com/touchlib/
3. Download Touch!Library (version 1) from this site, download section.
4. Look at the video below to see how you can use the library to move objects in Flash Actionscript 3.

Research :: Part VII (MultiTouch!BugFight)

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On Monday I’ve been discussing my introduction for my supportive narrative with friends and I went to Ikea to look for a stable setup for my own multi-touch surface. Bought a small table for a few euro’s and placed my FTIR display on that. On Tuesday I’ve been redesigning my house so I can easily test my experiments and it won’t get in the way of my other life activities.

Today (wednesday) I’ve been coding real fast (and real ugly) to finish the prototype of my Bugfight and it’s now available for download at the download section. Please note! A prototype is not a beta or alpha it’s just there to see if the concept works, so no fancy stuff, like smooth animation and good art are required.

MultiTouch!BugFight Explanation
Goal
Kill your opponent to win.

Gameflow

  1. Titlescreen, select the big Start Button, to go into the character selection screen.
  2. Character selection screen, select a character by dragging both the player one (P1) and the player two (P2) disk to a character.
  3. If both selected a character a Start Button will appear, click on it to continue to the game screen.
  4. Select a bacteria by knowing (red defeats blue, blue defeats green, etc.).
  5. Click on the bacteria to insert it into your bug (it will vanish and the bug will spin around if succesfull).
  6. Now drag the bug into the fighting area.
  7. When both bugs are present the fight will start and the result will be determined.
  8. Drag your bug back to your control panel to recharge it and to insert a new bacteria.

You are able to increase and decrease the bacteria’s, what’s the point? If you win with three bacteria’s, the opponent will get hit by three, if you lose, your three bacteria’s will be caught by the opponent and it’s life will increase by two.

Screenshot

Research :: Part VI (MultiTouch!BugFight)

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First of all I would like to thank everyone who contacted me through the contact me page. It’s always nice to hear if someone likes to read your blog and it makes working on my thesis so much more enjoyable. So again thanks!

The last couple of days I’ve been working really hard on writing my introduction for the supportive narrative. There are two things I am not strong at and those include writing and graphics, so you may say I had a hard time doing it.

In the meantime I was looking for an experiment that could help me test if it’s possible to put a hidden factor into the game. With this I mean, something you get or pick without someone else knowing what it is. In traditional board games this is mostly solved with cards, but since I am not using any external objects I need to find another way to do it.

I came up with the game MultiTouch!BugFight. I can’t say much about this game yet, only that it will be a multiplayer game for two players who will be using mutated bugs to fight against each other. The one that can beat the other bug wins. The game design has been written and I am currently busy with the prototype.

I will keep you guys updated …