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Big Sister Board Game

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Chicago?
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Post by Cordelia Wed Oct 01, 2014 4:40 pm

Hi everyone!

Shadowscale and I were talking earlier after a very intense game of battleship (I won!) and someone came up with the idea for a board game based on our server!

It will play similar to Chutes and Ladders, Candy Land, and other board games like that. The basic premise is that you need 10 "Cheese" (not the real stuff, just tokens) to win. To do this, you have to move through the board, occasionally dealing with different effects from whatever space you land on. Some spaces might make you bigger or smaller. Being smaller lets you access different hidden paths that other sizes can't get. However, being bigger allows you to stomp smaller players, stealing some cheese from them. If a player is 1/4 of your size or less and you move through their space, you steal one of their cheese!

We're planning on adding a few boards themed around different areas, such as Spawnington or Monster Island. We're still ironing out the details and rules, so if you have any ideas feel free to post them!
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Post by ShadowScale Wed Oct 01, 2014 4:48 pm

We got most of the ideas for the mechanics from Mario Party board games, and we'd want it to look something like this:

Big Sister Board Game 200Uh
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Post by Ciabatta Wed Oct 01, 2014 4:54 pm

Squee! That's a marvelous idea!  Could this be done in game or on the forum (with gamemaster)? Or through some fancy javascripting?  Very Happy
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Post by ShadowScale Wed Oct 01, 2014 5:33 pm

Well we planned for it to be an in game thing ^_^ players would move in real time when the 'dice' is rolled and pick up the items themselves.

Gamemaster is neat idea though, id have to look into that =]

as for the 'dice', Figured some command block wizardry could randomize a message that tells players a number?
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Post by Ciabatta Wed Oct 01, 2014 6:42 pm

Ah! If that's possible, yeah would be great to have some kind og ingame board game like that.

*inhales* CHITOWN!!!!!!! XD
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Post by ShadowScale Wed Oct 01, 2014 7:22 pm

ahaha xD im not going to lie and say that I wasnt thinking about Chicago when I said that but I was xP

Meanwhile, if I have some free time, im going to be making a very basic plan for the layout of the board, block by block =]
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Post by Chicago? Wed Oct 01, 2014 7:36 pm

Well, there's one big issue with this: as far as I'm aware, there is no "software" way to do random numbers for a die. What I mean is that there simply is no way to make a command block with something like "/tell @p You rolled an @r[1,2,3,4,5,6]" As such, this will likely turn into a hardware issue, unless there's some sort of serverside modification for /roll-ing.

In theory, a /roll command wouldn't be too hard to implement, but I've yet to attempt actually doing any sort of modding to Minecraft. This would be an ideal solution, but frankly I'm lazy and I'd very much prefer to not break the server.

If this isn't possible, I believe "dice" would still be 100% possible via redstone. Taking advantage of one of the quasi-random aspects of Minecraft (mob wandering, dispenser trajectory spread, etc) would allow for something resembling randomness for dice.

A 2x3 rectangular bedrock prism containing a pig (named) and a few pressure plates could act as a randomizer, though this might be possible to abuse depending on the frequency of its wandering.

If not, a dispenser or a dropper could be used to expel an item into a group of hoppers, with the result of the roll changing based on which it was pulled into. This might not be perfectly random, but might work if nothing else does.

Hooking a randomizer such as the ones listed above to a button, and that to an array of command blocks with potential roll outputs could get us the result we need. Get some of this board built, I'll do some research on other possibilities for randomization. Maybe we can get this to work.
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Post by ShadowScale Wed Oct 01, 2014 8:52 pm

Thanks a lot Chicago ^_^ your amazing as usual with that kind of thing, seriously, you are super smart when it comes to anything coding based xP

I think the most suitable out of the suggestions there would be a hopper system with a dispenser. I doubt we'd play it so often as to cause the machine to run out, so that should be fine =]

Though, it will be quite a while before anything of the sort is ready for command blocks or Redstone to be added, so there's no rush really ^_^ don't want it to bother you too much. When we get to that stage, we may call on you again for assistance, but only if your free and want to of course ^_^
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Post by Ciabatta Wed Oct 01, 2014 8:55 pm

Hmm, I may also want to check with tarig to see if a /roll command could be implemented as part of the forge essentials suite.  I would think it could be conceivable,  but that's just me being largely programming illiterate.
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Post by ShadowScale Wed Oct 01, 2014 9:59 pm

I don't really want to bother the programmers with such a small and niche command, just for our little game that may not even get popular xP

But.... that being said, a roll command could open possibilities for other features, like gambling games, RPs, random item shops or even settling a dispute on who gets what loot when mining xP

I suppose in hindsight it might be a good idea =]
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Post by Flammole Wed Oct 01, 2014 10:38 pm

Ah, Big Sister-Mario Party... I'm having fun just thinking about it! >w<

Heck, we can even reenact this scene with the dice rolls!



I really wish I could be of help here, but unfortunately I'm terrible with programming and redstone... Maybe I can help design the board? ^w^
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Post by Night_Lord123 Fri Oct 03, 2014 3:19 am

I like the sound of this
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Post by Tarig0 Fri Oct 03, 2014 9:35 pm

Bother a programmer? Why would you think that.

a Hopper plus dropper setup for the randomizer should be fine.

Just need to remember how to make a 3 bit decoder and you have your self a 7 sided die

to simulate a 6 sided die we could make it so that it re-rolls till we get something below 7
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Post by Tarig0 Fri Oct 03, 2014 10:45 pm

Here is an 8 sided dice roller for you

I used a dropper memory bank, to store the roll value each time we press the button. The droppers have a single diamond and a diamond tool in each one to create the randomized roll

Purple is the main input that sets the roll

The yellow area clears the previous roll before the purple circuit completes the roll, this uses a pulse limiter to limit the pulse to two ticks.

The pink wool disables all the decoders so we can get an accurate read on the roll

The light blue wool carries the value through each decoder (red)

The red wool is a set of decoders to extract all 8 possible states.

Big Sister Board Game 2014-110

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Big Sister Board Game 2014-112
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Post by MoaOxii Sat Oct 04, 2014 3:58 pm

Is this a good set up for rules? I'm just wondering.

Big Sister Board Game 0VkRofp

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Big Sister Board Game Empty Re: Big Sister Board Game

Post by ShadowScale Sat Oct 04, 2014 6:26 pm

Thanks Tarig thats really helpful ^_^ ill try and copy the design after we've set up the board.

Also Super, it will be 'similar' to Mario Party, it wont be exactly the same, plus we are not planning to use coins at all really. Since you cant do minigames with them, it takes away the point of them.

However, maybe we could incorporate coins in other ways, in order for there to be a requirement for the cheese when you get to it, as just getting there might be a bit too easy.
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