Friday, January 13, 2012

Pacman II

Remember the pacman analog game my team was working on? Well, we've finally finished the final prototype and submitted it! Shall go through the new rules we implemented and how the game is played! :)

Introduction:


Numbers of Players:
-          2 Players
-          Age groups 10 - 13

Aim of the game:
The game is about collecting dots while avoiding the opponents with finesse and strategic navigating through the maze with the Pac-man avatars and positioning with the ghost avatars.
It is a game of collection and chasing and evading, sabotaging your opponents while gaining the advantage yourself. 



Preparation/Setup:


-          2 players minimum to play the game.
-          8 heart indicators


-          18 score dots.
o   Scatter the score dots around evenly as indicated by the black ‘X’s/crosses for a balanced distribution.

-          4 Power-up dots.
o   Distribute power-up dots around, far away from each other/ follow the placement as indicated by the blue ‘X’s/crosses.

-          2, 6-sided dice/ roll 1 6-sided die twice.
-          Place Pac-man avatar on spawn point as indicated by the smiley faces. Each player starts with 4 lives.
-          Place Ghost avatars on the shaded squares/grid which indicates the ghost spawn point.



Time to start the game! ^^

- Roll a die to determine which player goes first. Each Player starts out with 4 lives indicated by hearts.


The first player will take both dice (or roll 1 die twice) and roll it. The player can then use either dice’s result to move his/her Pac-man avatar and use the remaining to move any of the ghost avatars.





- The second player rolls and makes his/her moves.

- After both players have collected all score dots and power-up dots, the game ends and both players calculate their score and the highest wins. (If both players are still alive)

- If either player dies, the dead player automatically loses the game regardless of how many score/points he has.


Interactions and Objects:

WallsPac-man avatars and ghost avatars are not allowed to move over to the desired grid square if there is a wall in between.



TubesPac-man avatars and ghost avatars can travel to the tube on the opposite side of currently entered tube. These are indicated by the arrows at the middle of the maze. Going through the tube uses 1 movement.


Score dots – If the Pac-man avatar touches or walks past the score dot object, the player will obtain that score dot as 1 point.

When a player’s Pac-man avatar is captured by an opponent’s ghost avatar, the player must drop 1 score dot on where he was captured and give 1 to the opponent.

If the player only has 1 point left, the priority is to give 1 point to the opponent rather than drop on the ground. If the player does not have any point, he/she just loses a life.

Ghost avatars do not have any interaction with score dots.


Power-up dots – If the Pac-man avatar touches or walks past the power-up dot object, the player gains a powered up effect for 3 turns. When in powered up mode, the player’s Pac-man avatar can capture ghost avatars and ghost avatars cannot capture the Pac-man avatar. (ghost avatars can still touch Pac-man avatar, but they will be sent back to the spawning point instead of capturing the Pac-man avatar and forcing the opponent to lose 2 points)


Hearts – The hearts indicate how many lives the player currently has, when it is on the Red border side, it means the player has that life. Whenever a player loses a life, he/she flips it to the black side.



(eg: the heart on the extreme left is flipped to the black side)


Pac-man Avatar – The Pac-man avatar is the primary object that the player will use, when a ghost avatar touches it, the player loses a life and the Pac-man avatar is sent back to the player’s respective starting point.
Amount of moves per turn is determined by the dice roll, the player is able to choose either of 2 dice rolls/dice’s number to use for the Pac-man avatar.

*Pac-man avatars cannot walk over each other or land on the same square with another Pac-man avatar; they will always block each other.


Ghost Avatar – Ghost avatars are the secondary object that the player will use, it is used to capture the opponent’s Pac-man avatars. However, if the player uses the ghost avatar to walk over/touch his own Pac-man avatar, the penalty of dropping 1 score dot on where it is captured and losing a life still applies but the player does not lose the second point as it is the same as stealing his own point. 

Amount of moves per turn is determined by the dice roll, the player is able to choose either of 2 dice rolls/dice’s number to use for the Pac-man avatar.

Players may not move the same, exact ghost in the next turn! E.g. player may not move blue ghost if he moved it in the previous turn. Player can continue moving blue ghost on the alternate turn.

Ghost avatars are sent back to the ghost spawning point indicated by shaded squares when touching or walking past a Pac-man avatar in effect of the power-up.

*Similarly, ghost avatars cannot walk over each other or land on the same square with another ghost avatar.




Movement rule – All avatars are not allowed to move back and forth more than once. For example, if an avatar has 5 movements, it cannot go forward-back-forward-back-forward as that is moving back and forth 2 times. It has to go forward-back-forward-forward-side.
The player can move either Pac-man or the ghost first.

Roll of 6, ghost movement rule – If a player rolls a 6 on either dice and decides to use the 6 on the ghost avatar, he/she must split the 6 movements for any 2 ghost avatars in the game. For example, using 6 for ghost avatars you can move 1 of the ghosts for 4 movements and the other for 2 movements.
Both ghosts must move a minimum of at least 2 steps.
*Does not apply if you use the roll of 6 on Pac-man’s movement unless you have two rolls of 6.

Double 1s, 2 dice roll of 1s – When the player rolls the lowest possible number of 2 which is 2 dice rolls of 1, he/she is able to choose between using it as a normal movement or to use a special ability in which the player’s Pac-man can teleport back to the smiley face zone and choose 1 ghost on the maze to return to its spawn point.



Safe Zone – The smiley face spawn point for Pac-man is also a safe zone in which the ghost may not capture Pac-man if he resides on the same square as the smiley face.



Dont be fooled by the long rules which seem complicated. The game is actually really easy and fun to play! Shall come up with new games soon and update them here again!

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