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Subject: Coding my own Risk
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DinosaurManUser is Offline


Tactician
Tactician
Posts:3

03 Mar 2009 12:07 AM  

Hello all!

I have recently begun coding my own Risk game, and the game engine is about complete.  I'm working in Actionscript (Flash) and will post a link to the finished game when I build it.

 

I do want variations to the game, although im not sure which ones I want to use.

There are two that I'm thinking of including right now:

 

1) There would be "Mountains" and "Wheat" distrubted randomly around the map at the beginning of each game. A mountain territory gives a 10-25% defensive bonus (However it would be balanced), and a wheat territory would generate an extra unit per turn. The reason I like this one is because it changes the strategy of the map itself each game, forcing users to expand their tactics.

2) Each Player would own a "Capital City". The success rate of your troops is semi-dependent on the distance from the Capitol City.

Another variation of this would be a "General" unit that each player owns, and can move one space per turn. He grants a significant bonus to the Territory he is on, a medium one to surrounding territories, a minor one to the territories around that, and eventually a minor penalty for being too far away. You can see each player moving their Generals about, so that would make it interesting.

 

But I'm also open to any suggestions, and would love to hear some feedback :)

 

Also: Any input on what other maps you would like to see, how important a random terrain generator would be (it wouldnt be that difficult, but would be hexagon-based), what you like to see from computer bots, etc.

 

Thanks a lot!

I should have a working beta version within a few days :)

Ehsan HonaryUser is Offline


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King
King
Posts:268


04 Mar 2009 6:21 AM  
Thanks DinosaurManUser for your post and welcome to TD.

Of course we will be interested to know the results of your work and please let us know when it is ready so we can test it out.

I like all of the variation you have mentioned and of course like many variation in the first stage before implementation, they sound exciting. However, you need to test them out and see if they work. For any variation, pay attention to the following principle: make sure you balance luck and strategy correctly.

Risk players are very sensitive to chance. They don't like random events to come and destroy their hard work and would not be amused. If a player has a great start due to some luck (say because he has a lot of wheat) then others get discouraged to stay in the game, or think it is not fair anyway. Even now, despite the fact that we know you can win from anywhere in the classic map, some get discouraged if they did not start from their favourite location (say Australia) and may think the game is too random.

Of the ideas you mentioned, "the general" is really cool, though it has been implemented elsewhere before. It adds another layer of strategy since it is not a random event and it is up to the players how to use this new resource: hence strategy.

As for maps, indeed including other maps is critical as part of any new Risk game. Non-classic maps are together more popular than classic maps in online games, so you need to pay attention to this as well.

If you want to implement bots, please consider diplomacy as an added feature. I know this can be tough, but it will make your version stand out from the competition and give something new to Risk players to play with.

Good luck with your adventure and I hope for the best. Please let us know how it develops.

Ehsan Honary
DinosaurManUser is Offline


Tactician
Tactician
Posts:3

04 Mar 2009 11:28 PM  

Thank you very much for your input! I shall take everything you said into consideration, and hopefully have another version ready within a few days.

Anyways, I did upload what I had.

I have yet to include a "free move", cards, and the graphics still suck. There are lots of problems with this version, but its testable and all feedback is greatly appreciated :)

I just got the game engine to the point where I could build computer players, and have spent almost no time doing so. A 30 line brain plays these computers, and will remain as "easy" as I develop better bots.

 

Play online here (the window is big, doesnt fit well. I could make it smaller if online play is a requirement users have):

http://nickroessler.freehostia.com/Content/Risk.html

 

Or download a zip for the flash file here (You will need to copy and paste URL, and a flashplayer to run it):

http://nickroessler.freehostia.com/Content/Risk.zip

 

Again, thanks for the reply!

DinosaurManUser is Offline


Tactician
Tactician
Posts:3

04 Mar 2009 11:37 PM  

Also: making the game multiplayer among humans over the internet would be undertaking a task I dont have the time for (I am a highschool student xD). That will probably come as a disappointment, humans on the same computer hotseat style/against bots will probably be the extent of the game. Is that a major factor to yall?

Ehsan HonaryUser is Offline


Site Admin
King
King
Posts:268


15 Mar 2009 5:09 PM  
Hi DinosaurManUser

Finally I got a change to look into your creation. It's a very good attempt specially considering that you are using Flash.

The first comment I have is to use numbers as opposed to soldiers for armies. It is quite difficult to tell how many armies are in each territory, so you need to pay careful attention to this.

Second, consider adding options. Risk is all about player options and rule options. Different people want different rules. It is not usually difficult to implement them, though it would mean a lot to people.

As for hot seat, if people have access to a the same computer to play Risk, they are much more likely just to play the board game and have the ultimate fun. Multilayer Risk games become useful when they are not played in the same place, so proper over-the-internet game is an absolute must. Of course, if you don't have time, then it is a different matter.

Anyway, overall it's a good work. Now that you have made the engine, you would find it a lot easier to add details over time. Excellent job.

Ehsan Honary
CardtrickUser is Offline


Tactician
Tactician
Posts:2

28 Jul 2009 5:54 PM  
I agree with Mr. Honary: numbers would be good.

Though, I must admit that this is pretty good for a flash game. I don't seem to get the option of choosing how many troops I want to put in my new territory.

Other than that, keep working on it. I'm enjoying this game! :D
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