Tuesday, March 16, 2010

Dicussion with Dad, part 1: Handling when a player gets stuck out of bounds

Over lunch with my dad during spring break, I finally remembered to ask him about the one critical point of the game rules that I could not remember: what happens when a player's speed forces them to move out of bounds? -- In other words, all of the 9 possible positions for their current move are located outside the outer edge of the track, or inside the inner edge.  (From playing games with my dad, I definitely remember that this happens sometimes.)

My original idea for handling such a case was to set the player back to their latest prior position (past move) such that subsequent speeds/moves would not force them out of bounds.  As my dad pointed out, this might require backtracking by more than just one previous move, because that might not be enough to allow them to decrease speed within the next move (and stay in bounds).  The process of backtracking and computing at each prior position whether or not the player could stay in bounds from that point would also be a bit of a tedious procedure.  Finally, he maintained that this solution is "unrealistic"; in other words, you don't go backing up your car and slowing down on an actual race track.  Keeping the game realistic isn't especially important to me, but it's kind of a nice feature to attempt to uphold.  (It's kind of like when movies try to stay scientifically accurate.)

My dad's alternative solution is apparently what we always did when we used to play the game (and I just forgot).  It's actually very simple:
  1.  When all of a player's options for their current move are out of bounds, the player simply takes the move anyhow.
  2.  On their next turn, they lose a turn: their piece/marker stays in place on the grid, but they are considered to hold the same speed in the x and y directions.
  3.  On the subsequent turn, they take a move, maintaining the same rules about speed--the x and y speeds may change by 1 unit in either direction.
  4.  This alternation between lost turns and normal-movement turns continues for as long as the player is outside of bounds.
Obviously, the point here is to slow the player down while outside bounds, and hence encourage them to get back in bounds as efficiently as possible.

Here's the diagram my dad sketched to show this.  (Ignore the lines on either side of the '2' and the dots they lead to--that was a different idea.)  Suppose a player is forced to move outside the track on the turn indicated by the line next to '1'.  Their next turn, then, is lost; my dad designates this with the circle surrounding the dot.  The circle means they've stayed at that location for a lost turn.  Two more alterations of turn/loss are then depicted, as the player aims to return to the track.

Just to note, I'm not sure yet how I'll indicate visually that the player has stayed in place for the lost turn, since so far in development the game display is not exactly like it would be on paper in some ways.

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