Conquer Club

[Abandoned] - Pachisi!

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Re: Pachisi! v2.6

Postby Victor Sullivan on Sun Jan 09, 2011 5:30 am

So... This version more readable? And the 888s will be staggered for the Bs, Cs, Gs, and Fs, so they will fit. I can try and get you a sample soon...
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Re: Pachisi! v2.6

Postby thenobodies80 on Tue Jan 18, 2011 3:06 pm

Victor Sullivan wrote:So... This version more readable?


I think more visible than readable....for example the part +1 per white space in a different letter group is a mess...you should try to increase the space between the lines.

Anyway, i don't see big problems here, gimme the time to discuss this one with the other blue guys to understand their thoughts.
In any case I think I can say you're on the right way! ;)

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Re: Pachisi! v2.6

Postby Victor Sullivan on Tue Jan 18, 2011 4:46 pm

thenobodies80 wrote:
Victor Sullivan wrote:So... This version more readable?


I think more visible than readable....for example the part +1 per white space in a different letter group is a mess...you should try to increase the space between the lines.

Anyway, i don't see big problems here, gimme the time to discuss this one with the other blue guys to understand their thoughts.
In any case I think I can say you're on the right way! ;)

Nobodies

Sweet beans! Keep me posted, and I'll send the changes to Spike. Did you still need an XML sample? I think I'm gonna start it soon, anyways.
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Re: Pachisi! v2.6

Postby thenobodies80 on Tue Jan 18, 2011 5:06 pm

Victor Sullivan wrote:Did you still need an XML sample?


Not really...
Just need to check how 3 digits show on the map. :)
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Re: Pachisi! v2.6

Postby Victor Sullivan on Tue Jan 18, 2011 5:10 pm

thenobodies80 wrote:
Victor Sullivan wrote:Did you still need an XML sample?


Not really...
Just need to check how 3 digits show on the map. :)

Mmkay. I think there's a jpeg on this site somewhere with those triple 8's, I can just copy-and-paste it and have it up for you soon.
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Re: Pachisi! v2.6

Postby Victor Sullivan on Tue Jan 18, 2011 5:22 pm

Here's a very ghetto mock-up for you:
Image
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Re: Pachisi! v2.6

Postby RedBaron0 on Sun Jan 23, 2011 2:23 am

Do forgive me if I haven't kept up on the map up till this point, but as a avid player of all type of board games, and Parcheesi being one of my favorite childhood games. (loved putting up that double stacked wall and pissing off my siblings :lol: ) Is there one directional gameplay, counterclockwise? And you would have to go all the way around the board before heading up home row towards the Home goal.

I understand the game has to play different because of the true game we're playing, I just wanna hear the clarification on the gameplay to make sure I didn't miss anything.

Graphically, the text is still a bit blurry on the small map. You've got some room, try going a point or two bigger on font and spread out a smidge.
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Re: Pachisi! v2.21

Postby Victor Sullivan on Fri Jan 28, 2011 4:51 pm

Here are EvilD's reasonings that prompted the changes, RedBaron:
Evil DIMwit wrote:All right, I've had a closer inspection of the gameplay, and I don't like what I see.

Victor Sullivan wrote:Hmmm... I can see how that could be better in a way, but we've deviated from the real gameplay of Parcheesi/Pachisi already...


Don't try to stick too closely to Parcheesi's gameplay. Conquer Club is a game of strategy; Parcheesi is mostly a game of luck. Players need options; they need to be able to get around. As this map is, at each step, there is very little that a player can decide to do. They can't try for a quick elimination because there are a bunch of neutrals (and the victory condition) in the way. They can't really go for a bonus region and try to defend it because all the bonuses are based on collections, which means a player's bonus is strictly determined by the proportion of the loop that they control, which is mostly based on luck of the dice. A player can either go down the loop quickly, or go down the loop a bit more slowly. There are few other options. And it doesn't help that the map is very symmetric, so even if it was more open it would still have little strategic variety. Without some serious gameplay-lifting, this map is just a long crapshoot.

Evil DIMwit wrote:I still feel this doesn't quite work out. Elimination isn't an option without going through the center, which means that whether you want elimination or the Objective, the ultimate goal of this map is to get to the center. That involves getting through a lot of neutrals that there is otherwise no reason to pass through. That means a player's goal is really to achieve an overwhelming troop superiority. However, the map's very symmetric structure, its limitation of mobility, the fact that each player gets a decent auto-deploy that can't be taken away by someone who isn't holding the objective already, the fact that the other sources of troops resolve to simple proportional territory bonuses, all mean that there's no real way to gain a significant troop lead beyond lost of blind luck in the early game, and slow, mechanical expansion over many uneventful rounds. There still does not seem to be a significant component of strategy to this map, and I don't think there will be, short of a major restructuring of the map's gameplay concept.

It's pretty and it's a creative idea, but it just doesn't work.


Also, I want to up the image size for the small map so the text is more readable and so the 888's will fit in the vertical spaces. Should I PM MrBenn, then? Or how should I go about the appeals process regarding the larger map size?
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Re: Pachisi! v2.21

Postby natty dread on Fri Jan 28, 2011 5:11 pm

Victor Sullivan wrote:Also, I want to up the image size for the small map so the text is more readable and so the 888's will fit in the vertical spaces. Should I PM MrBenn, then? Or how should I go about the appeals process regarding the larger map size?


You have plenty of room to make the map work in the standard sizes..
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Re: Pachisi! v2.21

Postby Victor Sullivan on Fri Jan 28, 2011 5:24 pm

natty_dread wrote:
Victor Sullivan wrote:Also, I want to up the image size for the small map so the text is more readable and so the 888's will fit in the vertical spaces. Should I PM MrBenn, then? Or how should I go about the appeals process regarding the larger map size?


You have plenty of room to make the map work in the standard sizes..

I suppose, but a small increase I think would help things a lot.
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Re: Pachisi! v2.6

Postby thenobodies80 on Fri Jan 28, 2011 9:35 pm

I agree with natty, there's enough space to fit everything.
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Re: Pachisi! v2.6

Postby Victor Sullivan on Fri Jan 28, 2011 11:28 pm

Sigh... Fine, whatever. I'll have Spike fix the small map, then.
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Re: Pachisi! v2.6

Postby isaiah40 on Thu Mar 03, 2011 8:56 pm

At the mapmakers request this is being moved into the Recycling Bin.

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Re: Pachisi! v2.6

Postby Riskismy on Fri Mar 04, 2011 8:47 am

That's a damned shame, it is :(

Looks damn near finished to me (but I guess I'm a liberal in that regard), and the gameplay seems fun and allowing for variation.

Just out of curiosity, the bonuses involving the white spaces seems to require checking of conditionals (if you have this arbitrary territory and this other arbitrary territory, you get such and such bonus), but is that even possible? I read an XML suggestion to that end, but didn't see it in the list of implemented tags.
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Re: Pachisi! v2.6

Postby natty dread on Fri Mar 04, 2011 2:42 pm

I think you should rearrange the map a bit. You have plenty of space, but you're sort of wasting it atm...

Here's what I suggest:

Click image to enlarge.
image
Image
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Re: Pachisi! v2.6

Postby Victor Sullivan on Tue Mar 29, 2011 6:51 pm

Here's 2.7!

Click image to enlarge.
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby Riskismy on Wed Mar 30, 2011 2:07 pm

It's back on! Yay!
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby Victor Sullivan on Wed Mar 30, 2011 2:49 pm

Thanks probably isaiah! Hopefully Spike addressed all concerns. Sorry, natty, but Spike wasn't a fan of your mock-up.
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby natty dread on Wed Mar 30, 2011 2:52 pm

You know Sully, this would be a lot easier if the graphic artist himself would visit & post in this thread. It's kinda complicated, with you having to relay messages back & forth...
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby Victor Sullivan on Wed Mar 30, 2011 2:54 pm

natty_dread wrote:You know Sully, this would be a lot easier if the graphic artist himself would visit & post in this thread. It's kinda complicated, with you having to relay messages back & forth...

viewtopic.php?f=57&t=141407&p=3090842#p3089327
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby natty dread on Wed Mar 30, 2011 2:58 pm

Are you saying he's been guested the whole time this map has been in development? You should get this sorted...
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby Riskismy on Wed Mar 30, 2011 2:59 pm

So make that e-ticket, how long can it take?
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby Victor Sullivan on Wed Mar 30, 2011 3:06 pm

natty_dread wrote:Are you saying he's been guested the whole time this map has been in development? You should get this sorted...

Sigh... No. He made the account after 2.6, I think.


Riskismy wrote:So make that e-ticket, how long can it take?

Generally around 24 hrs.
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby natty dread on Wed Mar 30, 2011 3:13 pm

Yeah, well as soon as you get it sorted, you should ask him to visit the thread personally... it would be easier to all parties.
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Re: Pachisi! v2.7 *Updated 3/29/11*

Postby Victor Sullivan on Wed Mar 30, 2011 3:20 pm

natty_dread wrote:Yeah, well as soon as you get it sorted, you should ask him to visit the thread personally... it would be easier to all parties.

Yeah...
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