Conquer 4: Back in Development [Abandoned Again?]

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Postby spinwizard on Wed Feb 21, 2007 4:58 pm

A!, A2, A£, A4 ext.

u could name them like that
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Postby AndyDufresne on Wed Feb 21, 2007 5:42 pm

I'm not a big fan of the idea. But then again, I don't always like maps when they first start out. They have to usually win me over :)


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Postby KEYOGI on Wed Feb 21, 2007 5:49 pm

I'll work on an image over the next few days. Once we've got a basic layout where coordinates will be set, I'll get in touch with yeti_c or Bad Speler for the xml. Thanks for the offer too guys. It'd probably take me months to do it. :wink:

Any suggestions on themes or such? We could go the way of the classic blue plastic or in a new direction. Wooden?

I also had an idea as regards to bonuses. If it was deemed necessary, we could have row or column bonuses. An extra incentive to go beyond four in a row?

Oh, and we'll need a new name. Connect 4 isn't going to work for us.
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Postby bedplay on Wed Feb 21, 2007 5:50 pm

spinwizard wrote:A!, A2, A£, A4 ext.

u could name them like that


:? wierd.

tbh, keyogi, i think you need to think of something different.

Your graphics skills suit something much more than this, and I think the idea is awful, i would not play it (like crossword)

Over the weekend I'll bring out my new idea of a map i've thought of that should alter tactics slightly, I've had a lot of work on, plus my 30 day free trial of fireworks ran out, so korean war map update should be available over the weekend :D
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Postby yeti_c on Wed Feb 21, 2007 8:01 pm

KEYOGI wrote:I'll work on an image over the next few days. Once we've got a basic layout where coordinates will be set, I'll get in touch with yeti_c or Bad Speler for the xml. Thanks for the offer too guys. It'd probably take me months to do it. :wink:

Any suggestions on themes or such? We could go the way of the classic blue plastic or in a new direction. Wooden?

I also had an idea as regards to bonuses. If it was deemed necessary, we could have row or column bonuses. An extra incentive to go beyond four in a row?

Oh, and we'll need a new name. Connect 4 isn't going to work for us.


No worries pal - just give me the word and it's done...

Name - how's about "Conquect 4"?

C.
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Postby w3a2 on Wed Feb 21, 2007 9:34 pm

please no.

seriously.

and cluedo is probably a better idea for a map and that's not even a good idea
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Postby XenHu on Wed Feb 21, 2007 9:38 pm

w3a2 wrote:please no.

seriously.

and cluedo is probably a better idea for a map and that's not even a good idea


That was constructive..


:roll:

Unfortunately, I can't comment.. The images don't load on my computer...


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Postby w3a2 on Wed Feb 21, 2007 9:43 pm

honestly, i don't see how such a map could ever be a good idea. especially when the map creator has map making talents.

and the only image i saw was a picture of the game (not a map) anyway.
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Postby KEYOGI on Wed Feb 21, 2007 10:30 pm

I just thought this could be something completely different to anything currently on the site or in development. I wanted something where you could basically make your own continents. I've got another idea that follows a similar principle but I'm having trouble finding the details I need.

I'll make up an image over the weekend and see where we go from there. I don't mind if this map doesn't make it through the foundry, I just wanted to put up an idea with a twist on gameplay.
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Re: Connect 4

Postby pancakemix on Wed Feb 21, 2007 11:00 pm

KEYOGI wrote:There's 35 spaces to the board, so we'd need to come up with one more additional space.


7X6=42, if I'm correct.
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Postby KEYOGI on Wed Feb 21, 2007 11:04 pm

Yes, I just fixed that mistake in the first post. When I was originally looking into the idea I saw an image of 7x5.
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Postby reverend_kyle on Thu Feb 22, 2007 3:12 am

I think life would make a good map.
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Postby luckiekevin on Thu Feb 22, 2007 3:17 am

has anyone mentioned copyright issues?
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Postby KEYOGI on Thu Feb 22, 2007 3:18 am

There's a million rip-offs of Connect 4, but as someone pointed out it's only really a game of Tic-Tac-Toe.
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Postby luckiekevin on Thu Feb 22, 2007 3:18 am

oops. just saw the initial reply..
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Postby w3a2 on Fri Feb 23, 2007 6:33 am

reverend_kyle wrote:I think life would make a good map.

not yours. it would suck
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Postby KEYOGI on Fri Feb 23, 2007 7:47 pm

First Look

Image

I'll state again that I don't mind if this doesn't make it through the foundry, I just wanted offer up something different in terms of gameplay.

Now, I usually hate the embossing look for a map, but considering this isn't so much a map I went nuts with it and think it works well. :wink:

Opinions on the design and choice of name?
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Postby btownmeggy on Fri Feb 23, 2007 7:55 pm

I think it's awesome. But you don't really need the +16, do you?
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Postby Captain Crash on Fri Feb 23, 2007 8:06 pm

I think it looks good, and like several other new maps brings new ideas on game play.

Your legend says:
"Multiple bonuses may only share a single space"
but several of your illustrations are sharing many more than 1 space.
e.g.
+16 example has each row sharing four places, one with each column.
+6 each of the first three examples has a row or diagonal sharing two spots.
There just seems to be a difference of what constitues a bonus.
e.g. If one had a whole column, one would only get a single +2 bonus, even though there is more than one set of four adjacent spaces. Yet does four grouped together to form a square get any bonus?

As I said, I just think more clarity needs to be given in defining what gets a bonus and what does not. Both in terms of instruction and examples.

Yes, I think the embossing works well in this case also.

cheers

8)
Last edited by Captain Crash on Fri Feb 23, 2007 8:30 pm, edited 1 time in total.
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Postby sfhbballnut on Fri Feb 23, 2007 8:19 pm

looks good, I'd play it. way to change things up
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Postby KEYOGI on Fri Feb 23, 2007 8:52 pm

+16 is kind of unavoidable, it's the way the code would work. I think if anyone had a 4x4 block, the game would most likely be over anyway.

Maybe it's just me, but I find the system easy enough to understand and I thought it was explained okay. Anybody else have trouble understanding the multiple bonus concept?

Lets use A1 to D4 as our example block. For +6:
Example 1 - A1, A2, A3 and A4 = +2
- A2, B2, C2 and D2 = +2, sharing one border with first bonus
- D1, D2, D3 and D4 = +2, sharing one bordeer with seoncd bonus
- total bonus of +6, 3 sets with 2 shared spaces.

Does that help explain?

4 grouped together is not a bonus because it's not a line, maybe that needs to be cleared up.
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Postby Bad Speler on Fri Feb 23, 2007 9:21 pm

ok...that looks a bit complicated...id prefer not doing the xml for this, ask the other guy who vounteered.
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Postby Captain Crash on Fri Feb 23, 2007 11:51 pm

KEYOGI wrote:Lets use A1 to D4 as our example block. For +6:
Example 1 - A1, A2, A3 and A4 = +2
- A2, B2, C2 and D2 = +2, sharing one border with first bonus
- D1, D2, D3 and D4 = +2, sharing one bordeer with seoncd bonus
- total bonus of +6, 3 sets with 2 shared spaces.



So what would the bonus be when you add A4, B4, C4 & D4 to the above example?
An additional +2, right?
But then the previous bonus of 3 sets with 2 shared spaces is now 4 sets with 4 shared spaces.,
Add in a third row (A1, B1, C1 & D1) and you now have 5 sets worth +10 but with 6 shared spaces.
Add the fourth row (As, B3, C3 & D3) and we end with 8 sets, +16 but 16 shared spaces, and hence the rule of "multiple bonuses may only share a single space" seems to be broken.

I think I know what it is you are trying to achieve (i.e. eliminating overlapping 4s such as 6 in a row containing 3 sets of 4 in a row and hence equalling +6, but only going to gain the player +2). It is putting that into the legend portion of the map succintly that needs to be addressed.

Maybe you could add an example of '6 in a row' to the top illustrations of only +2, highlighting the difference. Possibly matched with reduction in other examples; removing the vertical '+2' and one of the vert/horiz crossing '+4's for example.

Cheers

8)
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Postby KEYOGI on Sat Feb 24, 2007 12:05 am

I see your point. This is one of the reasons this map may never go anywhere, it's just too damn confusing! :?
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Postby Captain Crash on Sat Feb 24, 2007 12:40 am

KEYOGI wrote:I see your point. This is one of the reasons this map may never go anywhere, it's just too damn confusing! :?


It just has to be well worded so as to reduce the confusion.
People will always get confused (Case in point: World 2.0's Sumatra/Brunei/Central Indonesia issue).

It'll get there.

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