I want honest feedback. If you think I'd be wasting my time to keep working on this, tell me so. I'll forgive you eventually. Also I know what I'm doing for this test at least, but would appreciate multiplayer tips as I don't know how to code that yet. I know Online Risk already exists, and it is called Call of War, but I wanted to make this one anyway. Actual game instructions will be provided where you need them. I'M STILL WORKING ON THIS, OK? The achievements and 'Player X controls Continent Y, so you'd better watch out' alerts don't work yet. I'm still working on the code for that. So far you can only invade the Americas. I have to put in a separate sprite for every country, so filling out the map could take a while. And you can't actually see your armies. And I have not yet installed the bit that limits your armies to 25, or allows the others to park multiple armies in one country once they've all been claimed. ABOUT THIS TEST: This is more a teaser than anything else, as I want to share something to show I've actually been working on this. The worst bit will be sorting out the multiplayer stuff. To avoid all that, I've started doing this with computer players instead and will later 'rebuild' this with a multiplayer function instead. CPU PLAYERS: The problem with these is that any seasoned player of Risk who knows how to play strategically (i.e. not me) will have no trouble beating my computer players, since all three are completely randomised. I lack the coding skills to make them respond to your moves or each others' in a way even remotely resembling the way a human player would. This is why my ultimate aim is to make this multiplayer. PLANNED GAMEPLAY TEST RELEASES: Randomising engine - I'll need it for the other two, where it randomises the possession of territories, cards and armies for each player before the game segment begins. Battle Gameplay Tester - allows you to participate in a series of battles with other CPU players on both the offensive and defensive, and introduces the pack of victory/conquest cards. Note that although of course you can add new armies and fortify, you won't be able to defeat anyone. In theory you can boot another player out, but in practice the game won't acknowledge that as a victory since the code for that is in... Victory Gameplay Tester- allows you to simulate the bit at the end where only two players remain. One of them will be you. In real life it would be clear at this stage who is going to win; because I'm being forced to use the Randomising Engine, this version may be a bit more even. In the finished game this would be different. I am thinking of adding a function where you can upload the information from the previous gameplay segment to the next one, so you can effectively play one whole game against the CPU players instead of having it randomised several times. This saves me from importing everything into a new project, as I only have to refine existing tests. CREDITS: Myself for 100% of the script UltraBoardGames for the board shown here, except I 'drew' the actual countries myself Hasbro for the (Dutch) version of the game we have, which I used for about 90% of remembering what the rules are, and getting confused when 'Zuid-Oost Azie' (South-East Asia) turned out to be called Siam on this board. Also all the Russian territories are spelled differently My little brother for calling one of his Lego minifigs 'Bjorn Lobsterslayer' Monty Python for the song 'Eric the Half A Bee' Terry Pratchett for writing 'Monstrous Regiment', a book where one of the more entertaining characters is Sergeant Jackrum Our family for the only half serious, now abolished house rule that when you possess all of Africa you're allowed to sing 'A Bold Hippopotamus'
What I changed: Army added (alpha version - variables subject to change) Changed province format so it would work (i.e. provinces are central on their costumes, with different coordinates). This allows armies to home in to provinces. v.2.0 changed that so that armies move