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Nightshadee

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  1. The best way to make an app like this work would be on a tablet. Players would start by selecting what line of warding to use (circle or oval). Then they would draw it. If it was a circle, the game would judge its strength in certain areas by first finding the center (average of all points) then finding the radius (average of all points distance from center), each part of the circle would have strength relative to how close the radius was to the average. I'm not certain how that would work with the oval lines of warding. (However, they would definitely have the same overall strength as the circles, just more of it concentrated on the thin ends.) From there, players would start drawing in lines of forbiddence (those lines would restrict where players could draw, restricted area being defined by within the angle, from one side of the line of forbiddence to the center of their line of warding back to the other side of the line of forbiddence, but past the line). Lines of forbiddence would have a set health (determined by their straightness) which would affect how well they anchored any lines of warding to which they were attached. Players would then select their chalklings from a database (votes would be held regularly to pick which chalklings made it to the database) (chalklings from the database would be able to be 'favorited' and would then appear at the top of that players personal database). Different chalklings in the database would be better at specific things (like speed, and strength, and health). Chalklings would be judged on how closely they resembled the chalkling in the database (seriously, anything else is just to hard to program). The percentage of correctness would be directly proportional to the percentage of their awesomeness (I'm again referring to things like speed, strength, and health.) Each thing connected to the line of warding would mark where a bind point is. The line of warding's strength would be dependent on (not just it's even-ness, but also) the correctness of the distribution of these bind points. Lines of vigor would be a bit more confusing. First the computer would have to be programmed to find the line of anti-symmetry. Then the lines of vigor would be judged based on how close they are to a given line of vigor (determined by the drawn line of vigor's average period and amplitude) to decide how hard they hit. The lines of vigor would be judged based on how many total wavelengths they contain (determined by how many times it crossed the line of anti-symmetry). Lines of revocation would aimed by their center line and judged by the straight-ness and parallel-ness of certain parts of it (which I'm not going to bother explaining). Lines of revocation would move things, versus lines of vigor which just injure things. I'm sure that I'm missing some obvious fundamental of the game, but as far as I can tell this is a pretty good overview (if you find an error please tell me). I might even learn programming just to make this app...
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