about the pointing system<br>if an elimination of an alignment results into another alignment and another one and another one and so on. what I could call, recursive elimination/alignment. this is worth ever more point.<br>
<br>also, in case you would be interested in building an reusable engine for similar type of games. you might want to have a look at Alchemy. It's a similar type of game very fun too but with different rules.<br><br>regards,
<br><br><div><span class="gmail_quote">On 5/13/07, <b class="gmail_sendername">Vic Fryzel</b> <<a href="mailto:vic@shellsage.com">vic@shellsage.com</a>> wrote:</span><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
Hi,<br><br>I'd like to make a "Bejeweled" knock-off for KDE, called kjeweled. I think<br>that it should be pretty straight forward. I'm convinced that this could be<br>a "beautifying" game for KDE. The nature of the game could really provide a
<br>lot of aesthetic appeal and fun. I think it'd give a lot of people something<br>to do in their spare time, and really add a staple to kdegames.<br><br>I've written a detailed description of the game. It follows below.
<br><br>kjeweled is a game involving a board filled with gems. The objective of the<br>game is to align like gems into rows or columns. Every time three or more<br>like gems are aligned, the player's score is incremented. The player must
<br>try to gain the highest score possible in the least amount of time.<br><br>The kjeweled board is an n-by-n matrix of gems. Each gem has 8 neighbors if<br>it is not a gem on an edge or corner of the matrix, 5 neighbors if it is on
<br>an edge of the matrix, or 3 neighbors if it is on a corner of the matrix.<br>Moving in kjeweled consists of selecting a source gem, and then selecting a<br>destination gem. If, after switching the chosen source and destination gems,
<br>an alignment of three or more like gems is found either vertically or<br>horizontally, the move is allowed. Otherwise, the move is disallowed. A<br>player may not move diagonally, meaning that the destination gem may only be
<br>directly above, below, to the left of, or to the right of the source gem.<br><br>kjeweled has a number of different gem types. Each gem has a specific shape<br>and color. The number of gem types could be used to make the game more
<br>difficult. The number of gem types matters, as given the rule set, too few<br>gem types would result in an instant or near-instant win too often. For<br>example, if a kjeweled game instance only had 2 gem types, it would not be
<br>possible for the board to ever "settle" in a stopped state to allow the<br>player to move pieces, as they would constantly align, be removed, and be<br>replaced.<br><br>A kjeweled game instance could be timed, either to provide "rounds" to the
<br>game, or to log a points/time ratio as a way to rank player success.<br><br>The manner in which points are alotted in a kjeweled game is such that for<br>every gem alignment, a minimum number of points is awarded to the player for
<br>making an alignment of 3 gems, and an additional number of points for each<br>gem in the alignment. Thus, aligning 4 gems should result in more points<br>being awarded than if the player were to align only 3 gems.<br>
<br>Additionally, the kjeweled game could be played in a multi-player manner, in<br>one of two modes. The first mode involves two players playing on the same<br>board, taking turns to move gems. The players would be competing to get the
<br>highest score in the time alotted for each player's turns (meaning there<br>would be a timer for each player, and when one player's time expired, scores<br>would be counted and compared, and a winner declared.) The other mode would
<br>involve two separate player boards, where players attempted to get the<br>highest score in the common alotted amount of time, while making moves to<br>their own board. In this mode, both boards would be displayed to each
<br>client. In all multiplayer modes, boards should be updated in real-time.<br><br>kjeweled will store player scores and records, allowing for records to be<br>broken.<br><br><br>I was going to move forward with writing the game in C++ against the KDE/Qt
<br>libraries, although I was considering doing it in Python. Do any game<br>developers have any experiences with which worked out better for their<br>game(s)?<br><br>Does anyone have any hints for me before I move forward? I'd like to host a
<br>Trac instance on my server, along with an SVN repository.<br><br>Is there a way I could get some KDE artists to give me a hand with art for<br>various parts of the game (e.g. gems, board tiles, gem stationary animations,
<br>gem movement animations, etc.) Do we have any audio experts who could come<br>up with some music and sound effects?<br><br>Please let me know your ideas and comments. Thanks!<br><br>--<br>Vic Fryzel (vic at shellsage dot com)
<br><a href="http://shellsage.com/">http://shellsage.com/</a><br>Key id C7B780CA = 3235 2261 807B 451C DA4D DFBA CAA7 80CF C7B7 80CA<br><br>_______________________________________________<br>kde-games-devel mailing list<br>
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