Help With energy count. Log Out | Topics | Search
Moderators | Register | Edit Profile

Zillions of Games Discussion Forum » Designing Games for Zillions » Help With energy count. « Previous Next »

Author Message
rod (Exdeath)
New member
Username: Exdeath

Post Number: 5
Registered: 1-2012
Posted on Thursday, February 09, 2012 - 4:38 pm:   

I am trying to do a chess variant inspired by Total Annihilation.
Rules:
Turn order, White Black Black White.
Win Condition: Capture king, (no check rules).
Game start without Rook on board.
Pawns cant promote to Rook.
King can create a rook piece on any adjacent square.
Rook dont move and but can create a piece (not rook or king) on the first square on the same file or rank.
King can use d-gun and capture all pieces around him (including friendly pieces).
I already made all those things.

The thing is, I want that every team has 9 points when the game start, and they use those points to create pieces (each piece cost their value f.i.d.e. chess and rook cost 5) and in the case of king, use the d-gun (cost 9). Each turn they would get one more point, but the max amount of points would be 9.
How I create this points part, any idea?
Ken Franklin (Kenz)
New member
Username: Kenz

Post Number: 51
Registered: 3-2001
Posted on Thursday, February 09, 2012 - 5:55 pm:   

I happen to have a new submission for this week where each move/drop directly includes a follow-up score board change of 1 or 2, depending on the specific drop's action. Your game sounds like it would perform /confirm its available points scoring first.
My KnightsField game also displays a chess board with its two players' scores shown above. Except that game uses a confusing 8 separate placeholders for each potential directional check / score adjustment. It also uses a random ?Player during the turn-orders.
You could later hide your score positions if preferred.

Add Your Message Here
Post:
Username: Posting Information:
This is a private posting area. Only registered users and moderators may post messages here.
Password:
Options: Enable HTML code in message
Automatically activate URLs in message
Action: