- RISK on the CE [C]
- 10 Jan 2022 03:26:29 am
- Last edited by matkeller19 on 10 Jan 2022 07:38:24 pm; edited 1 time in total
This has been a project very slow in the making but I feel I am at a fairly decent point to share what I have been working on. Back at the start of last summer, I was really getting into the board game RISK as I hadn't played it in forever and really enjoyed playing it. One problem: games take forever to play, primarily from rolling the dice over and over. To remedy that, I had the idea to make an automatic dice roller. However, rather than making that, I felt I could work on re-creating the entire board game for the CE.
Here we are, over 6 months later, and don't have a completed game. There is some good news: I did go ahead and take the code from the game and whip up a little program that will be used for dice rolling in the game but also functions as a standalone program. It can be found here.
It fulfils my original intention to speed up games of RISK, but I know I can do more with the full game. Currently, I have only completed the "draft" portion of the turns, leaving me to do the "attack" and "fortify" stages, not including any of the cards. I got caught up in school the past semester so I didn't have much time to work, but this upcoming semester should be significantly easier. Regardless, here's a little sneak peek into what the game is currently looking like:
A couple pretty cool things to note about how I'm laying out the game:
1. All map data is stored in appvars. This means that it will be possible to have custom levels (like those in the game RISK: Global Domination)
2. Games can easily be saved and loaded from appvars
3. Since the game will be set as a pass-and-play, a turn counter is included to make sure nobody is cheating
4. There will be various gameplay settings including fixed card trade-in values, automatic vs manual assign territories at the start, and pass-through captured territories when fortifying.
The game is still in early stages hence the tons of open space for text and general unfinished looks.
I'd love to hear any feedback anyone has to offer, whether it be questions or comments (really wondering what people think of the box-based navigation, I feel a cursor navigation is a bit too clunky and can be annoying at times)
Here we are, over 6 months later, and don't have a completed game. There is some good news: I did go ahead and take the code from the game and whip up a little program that will be used for dice rolling in the game but also functions as a standalone program. It can be found here.
It fulfils my original intention to speed up games of RISK, but I know I can do more with the full game. Currently, I have only completed the "draft" portion of the turns, leaving me to do the "attack" and "fortify" stages, not including any of the cards. I got caught up in school the past semester so I didn't have much time to work, but this upcoming semester should be significantly easier. Regardless, here's a little sneak peek into what the game is currently looking like:
A couple pretty cool things to note about how I'm laying out the game:
1. All map data is stored in appvars. This means that it will be possible to have custom levels (like those in the game RISK: Global Domination)
2. Games can easily be saved and loaded from appvars
3. Since the game will be set as a pass-and-play, a turn counter is included to make sure nobody is cheating
4. There will be various gameplay settings including fixed card trade-in values, automatic vs manual assign territories at the start, and pass-through captured territories when fortifying.
The game is still in early stages hence the tons of open space for text and general unfinished looks.
I'd love to hear any feedback anyone has to offer, whether it be questions or comments (really wondering what people think of the box-based navigation, I feel a cursor navigation is a bit too clunky and can be annoying at times)