Jared Weinstock-TL

Chau Nguyen

Todd Carpenter

Kyle McArdle

Nick Deimler

Tom Bergamini *NEW*
Game Manual
11 April 2009 | by nick

This past week, I started to generate a game manual based on our new game concept (which we had revised based on our meeting with Paul) and I also incorporated some of Paul’s ideas into the new design. Here is what I have generated so far:

The Fourmation

Game Manual

Game Overview

At the start of the game, each player is assigned a side with a character. The object of the game is to get their character from one corner of the side to the opposite corner ending position. Each player must use platforms to build a bridge to reach their ending point. The player must used platforms either from their initial library, stolen from other players, or acquired from thrown free-for-alls. The player’s side consists of a grid that is 10 by 10 spaces. The squares of the grid are white, but there may be groupings of specialty squares that are different colors. These different colored squares require platforms that match these colors. Players may opt to go around these squares or try to grab platforms that match the colored squares. Players must also use a special end platform on the last position in order to win. This end platform, marked by a star, must be acquired by the players during a free-for-all. However, their appearance is rare. The first player to reach the opposite corner of their side and use the ending platform wins.

Head-Tracking

The aspect of head-tracking is a key element of Fourmation. Players can head-track to their adjacent sides to keep track of what their competition is doing. They can look at their opponent’s stock of platforms, how they’re laying them out, or how close they are to finishing. Head-tracking also allows the player to steal from their adjacent opponents. However, while the player is looking at their opponent’s situation, they leave their own platforms vulnerable to being stolen.

Stealing Platforms

Players may steal platforms from their competition throughout the game. Stealing is important because no player starts with enough platforms in their library to finish their bridge and waiting for free-for-all platforms takes much too long. When a player looks to their opponents sides, they can steal their enemy’s already laid platforms. However, if an opponent catches their platform being stolen and grabs it from the person stealing it, the platform returns to its former position. The player that steals the platform must use it immediately. They cannot store it in their library. Players cannot steal from each other’s library. A player can only store free-for-all platforms in their library.

Platform Bubbles

On each side, there will be floating bubbles of platforms available for each player. These bubbles float aimlessly around and contain regular and specialty platforms. A player can opt to head towards these bubbles to collect more platforms or stay on their path and wait for free-for-all opportunities.

Colored Platforms

Colored platforms are in random clusters throughout each side. A player can only pass over these squares by using a matching platform.

Specialty Platforms

A player can acquire specialty platforms that can be used to hinder their opponent’s progression, or make their own progression easier. They can appear inside platform bubbles or as free-for-all platforms.

Earthquake Platform – A player can place an earthquake platform on their opponent’s side. Any platform that the earthquake platform touches will instantly knock those platforms into orbit turning them into free-for-all platforms which can be grabbed by anyone.

Blinder Platform – This platform can be used by a player two different ways. Placing it on their own side gives them 10 seconds of freedom from their opponents by blocking what they are doing from their competition. Placing it on an adjacent enemy’s side completely blinds that opponent for 10 seconds.

Bomb Platform – This platform is placed by the player on an enemy’s side. Any platforms adjacent to it are instantly destroyed.

Swap Platform – A player can use this platform on their enemy’s final destination point in order to move its position to a different corner of the side.

Invisible Platform – A player uses this platform on their own side. It is invisible to all opponents so therefore, opponents can not steal it. The player that uses this platform sees it as a platform with a transparent color.

Multiplier Platform – Placing this platform places itself as well as a platform in each open direction.

Expander Platform – When the player places this platform, it will instantly expand in the direction the player chooses as far as 3 spots, or as long as it does not intersect a multicolor platform, go over the edge, hit the ending point, or another already placed platform.

Ending Platform – This platform only appears periodically as a free-for-all platform. It can only be placed on the ending square, which is marked by a square with a star.

Free-for-all Platforms – In order to progress, each player will need to accumulate platforms. This can only be done by either stealing from their opponents, or waiting for free-for-all platforms. These platforms will appear every 30 seconds and enter into orbit around the main playing surface. They can be grabbed by any player and sent to their library for later use. They will usually appear in groups of 3-6 bursting from the top of the cube.

Player Library – A player’s library sits in front of their camera. The platforms hover in front of their view, sometimes impairing it. Head-tracking can be used to look around the floating library to see their playing board better. A player must make balance keeping platforms in their library or on the playing board. If they keep them on the playing board, they leave them open to be stolen by their opponents, however, too many in their library will block their view of the board.

Some additions to look for soon: We will need to add a pretty exptensive section on how to actually set up the game. Also, the gameplay may change in the future based on programming problems or simply how fun the game is.

The stealing portion of the game is still in flux. Our team is still trying to decide if it would be smarter to steal from already laid platforms or the player’s library. Also, we’re leaning towards having the stealing be a timed event that only lasts a few seconds every now and then OR having a designated steal area where a player has to have the character placed in order to steal from their opponents. Since this is a major part of the game, we want to make sure we get it right.


1 Comment

[...] the level that is not filled with an activated plane.  For a more information about our gameplay refer to Nick’s post.  This is still a work in progress, we have yet to nail down some of the [...]

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