[Kde-games-devel] kjeweled

真主 - Mathieu Jobin mathieu at justbudget.com
Sun May 13 14:58:11 CEST 2007


about the pointing system
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.

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.

regards,

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


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Mathieu
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