Space Colonizers:Gridded Battlefield

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Basic Details

Attacks, movement, etc. are on a grid of squares, each measuring 1x1. Characters can move from corner to corner at a rate of their speed stat. When two characters meet or are within a specified range, they can do a few different options, some of which moves the game along.

  • move
  • talk/chat
  • if enemies, fight
  • if allies, trade or gift mana
  • cast spells
  • recharge mana

Each action takes 1/3 or more of a turn, allowing for no more 3 actions a turn. Some actions are limited to only one per turn, while others take up more than one action slot (complex actions).

Stuff on the grid can be beneficial or detrimental to either side or any character. Some are indestructible, impassable or unmovable, others aren't

  • Well of water mana
  • Tree
  • brick wall (as a part of a building)
  • rock


At the beginning of the battle, the player has 6 to go into battle (these can be carried from battle to battle like Pokemon, or choose differently each battle like a sports team) and is told the conditions up which the battle will happen.

There’s a 10 x 10 grid (0, 0 to 9, 9, where the horizontal space is measured as x and vertical is y), with 6 players on each side. Each square on the grid is a tile of 1 m x 1 m, defined by a coordinate with x-, y- and z-values.

Each side has characters start each near the line, at a combination of

  • x = 2, 4, 6 or 8; and
  • y = 2, 5 or 8 and
  • z = 0, unless height is variable
Default Grid

Each turn, each of the players enters their commands to their characters, to a maximum of X per turn (as set by a judge). Both sides enter in their commands at the same time, and the computer runs them in the order they are given (at the beginning of the battle, flip a coin to see who’s commands will be executed first?), puts them in a random order, have the fastest character move first.

The rules of this are a combination of Pokemon move order (speed and priority), chess piece-rules (the attacking piece does damage) and poker hand ranks (a tie between two hands are decided by a lower rank rule).

Character Actions

Sc-ui-character-actions.png

As Characters move, character interactions get resolved based on an order of action preferences and whose turn is it at the time:

Priority Action Contributing Stat Details
1 Move Speed A character can move to any open space and will be “close” the space so others have a harder time taking it. If the target space is closed when they attempt to move there, then the character can attack the new occupier (if quick enough), or simply move to an adjacent spot.
2 Attack Strength A character launches an attack at a specific tile.
3 Defend, Evade, etc. Reflex or Agility A character takes whatever attack comes or tries to dodge it.
4 Delay - They hold off on a command until their turn in the sequence
5 Rest Speed (inverse) The character takes the turn to rest and recover endurance.
6 Item Use - Use an item

Types of Battle

Vs. another sports team, in a sparing match, etc. Vs. Person Vs. Wildlife
Main differences, details or aspects
  • Both teams will be expected to follow rules of the match, with dirty tricks frowned upon or disallowed
  • Set of Rules set by Judge or Ref
  • The villains may use dirty tricks to get the upper hand.
  • Rules based on situation, not from Judge or Ref
  • Other side powerful, but not exactly advanced in planning
  • Rules very simple: survive, defeat other side, etc.
Death Neither side can die Either side can die Neither side can die
Ideas on conditions
  • Have 3 on the other team run out of endurance
  • 2 v. 2, have the entire team run out of HP
  • Start at random locations (instead of default)
  • All fire-elemental moves disabled (basic attacks, techniques and spells)
  • Rescue a hostage from some muggers in 10 turns or less (60 secs)
  • No rules, just survive
Battle field details
  • Allowed different planes
  • Elevation free to be more segmented
  • No Different Planes
  • Height more natural unless there is a reason for it to be otherwise
  • No Different Planes
  • Height more natural unless there is a reason for it
Random details
  • Rules are random (as in not scripted)
  • Field can be more artificial and less bound by the details outside of the battle
  • Rules are less random (But, as with the above examples, that doesn’t it is less scripted)
  • Field based on surrounding environment
  • No Random Rules
  • Field based on surrounding environment

Possible Rules issued by a judge

  • Ban on Specific subtypes of Spells, Techniques and/or Basic Attacks. Examples:
  • Stat modifications
    • All Combatants have double HP but Half Endurance
    • All Combatants have half-speed
    • All defenses get a +10% boost
    • All attacks get a -20% loss
  • No Buffs/Debuffs
  • Item Limits
    • Limit 2 tokens per turn
    • No Food Items allowed to be used (none carried or left on the field)
  • Skill details
    • Ranges limited to no bigger than 2x2 areas
    • BPs reduced by half, max out at 20.
  • Teams are reduced to 3 on both sides.



Possible Envorimental Conditions

  • Weather

Formations

Every formation I can think of. Any rotations, revolutions, reflections, etc. of already existing ones were not included on purpose.

                                         
                                         
   1                                     
                                         
                                         
   1 1             1 0                   
                   0 1                   
                                         
   1 1 1   0 1 0   1 1 0   1 0 0   0 1 1 
           1 0 1   1 0 0   0 1 0   1 0 0 
                   0 0 0   0 0 1   0 0 0 
                                         
                                         
 1 1 1 1   0 1 0   0 0 0 0   1 0 0 0   1 0
           1 1 1   0 1 1 0   0 1 0 0   0 1
                   0 1 1 0   0 0 1 0   0 1
                   0 0 0 0   0 0 0 1   0 1
                                         
                                         
           0 1 0   0 1 0 0   1 1   1 0   
           1 0 1   1 0 1 0   0 1   1 0   
           0 1 0   0 0 0 1   0 1   0 1   
                                   0 1   
                                         
                                         
1 1 1 1 1   0 1 0   1 1 1   1 0 0 0 0   1 0
            1 1 1   1 1 0   0 1 0 0 0   0 1
            0 1 0   0 0 0   0 0 1 0 0   0 1
                            0 0 0 1 0   0 1
                            0 0 0 0 1   0 1
                                         
                                         
 0 1 0   0 1 0   0 1 0   1 1 0   0 1   1 1
 0 1 0   0 1 0   0 1 0   1 0 1   0 1   0 1
 0 1 0   1 1 1   1 0 1   0 1 0   1 0   1 0
 1 1 0   0 0 0   0 1 0           1 0   1 0
                                 0 1   0 1
                                         
                                         
1 1 1 1 1 1   1 1 1   1 1   1 0   1 0   1 0
              1 1 1   1 1   1 0   1 0   0 1
                      1 1   1 0   0 1   0 1
                            0 1   0 1   0 1
                            0 1   0 1   0 1
                            0 1   0 1   0 1
                                         
 0 1 0 1 0   0 1 1 1 0     1 0 0 0 0 0   
 1 0 1 0 1   1 0 1 0 1     0 1 0 0 0 0   
 0 0 1 0 0                 0 0 1 0 0 0   
                           0 0 0 1 0 0   
                           0 0 0 0 1 0   
                           0 0 0 0 0 1   
                                         
                                         
0 0 1 1 0 0   0 0 1 1 0 0   1 0 1 1 0 1   
1 1 0 0 1 1   0 1 0 0 1 0   0 1 0 0 1 0   
              1 0 0 0 0 1                 
                                         
                                         
 1 1 1 1       1 1 1 1       1 1 1 1     
 1 0 0 1       0 1 1 0       1 1 0 0     

Movement

Movement can be interpreted in a variety of ways.

  • x, y, z - from our perspective
  • left-right, forward-back, up-down - from characters perspective
Translate Move the character the requested x and/or y, along the left-right or forward-back axis's. The Screen is stationary or centered on the character. If the character meets a staircase or ladder, they may Translate on the Z. character.move(x,y), character.move(z)
Pan Move the screen along the x, y or z axis. screen.pan(x,y,z)
Rotate change the x and y relative to the screen, so that left-right becomes forward-back, for instance right)

No zoom out, zoom in or scaling at this time.

Talk/Chat

Fight

Trade

Gift Mana

Cast Spells

Recharge Mana