I tried to prototype an early idea for this game as interactive fiction some time back with limited success (this barely works and is unwinnable, but it implements a couple of things, like scent)
Thicket is a turn-based game inspired very loosely by Hunt the Wumpus, Dou Shou Qi(鬥獸棋) and the animal novels of Felix Salten. In the game you play a young, deer-like animal who is hunted by a wolf. The game takes place on a field of hexagons that can be rearranged into different maps. Other animal pieces have their own habits and goals, including a bear, which can kill the wolf. Some animals may be nocturnal, assuming there is a day/night cycle. Some animals could be protecting young, looking for mates or hunting different animals. The player may not always see what lies in the adjacent areas, but can smell what animals have wandered through the hex they are currently in. From this information they must guess how close the wolf is. Likewise, the player leaves a scent, which the wolf can detect and will follow. The implication is that to escape the wolf, the player must lure the wolf into situations in which she is removed from play.
My goal with Thicket is to create a reusable framework for making turn-based hex-grid games and cellular automata experiments. I’d also like to use this opportunty to experiment with a pipeline from my 2d frame-animation practice using Toon Boom Harmony into Unity. I’d like to create a flexible system where hexes can be given properties (a tunnel, an obstacle, a trap, water, light or dark, animal scents), peices can be given properties, and the whole thing can be run with n number of players, including zero players. Art should be easy to replace /add so the whole system can be skinnable for different games. I’ve entertained the idea that you simply add more types of actors and terrains and they can all be combined in any manner of ways, so that each game is really just a new problem posed on a multipurpose board, Thicket being the first of many.
This will be a preparation for my senior project, as well as an exercise in integrating Unity into my regular creative practice.
I used to play this game (under the name Animals Chess ) as a child. It’s also called Let’s catch the Lion or Jungle. My set had the small wooden chip peices with line art like shown in the video. These icons have stuck with me, especially the wide circular eyes on the animal faces. In terms of game mechanics, I like the looping hierarchy of pieces- the weakest peice can take the most powerful peice. In my mind Thicket might incorporate a similar system.
Hunt the Wumpus is a turn based game with fog of war, using blood marks to hint if the enemy lies waiting in a nearby space (could be scent trails in Thicket). We played this game on the TI in elementary school.
Fresh is a film about a powerless actor manipulating powerful actors into eliminating one another. Thicket is a game about the least powerful peice on the board manipulating more powerful peices into removing each other from play.
Ogre was an asymmetrical turn-based game where one player controlled a whole army and one player (or the computer) controlled a single, super-powered tank. Things I like about this- hex grid, asymmetricality, variable number of players
rendering tilemaps with built-in 2d tilemap tool
This may be the most relevant one- uses the built-in Unity tilemapping, goes into detail, includes fog of war, shows how to do tiles with “height”, which I will probably use, since I’d like to have characters that kind of stand up off the hext tiles and can be larger than the hex. (ahhh boo, it’s not click to move, it’s keyboard movement, so no pathfinding, no getting hex co-ordinates for the mouse etc.)
Ok, refactoring was a very good idea. Nick suggested that we separate a bunch of stuff out from piece into behavior scripts, then get rid of the GameController script, make a pieceManager that is in charge of looping through pieces turns, and then have lists of behaviors on each piece that execute in order. Anyway, now enemy movement and eating pieces both work.More ➜
So, I made a lot of progress the other day with the addition of Simple PathFinding 2d… I’m successfully drawing debug paths that conform to my hexgrid. The next step is figuring out how to grab a list of Vector3Ints for grid locations along a path and then turn them to world positions with CellToWorld and then step through them one at a time (each piece has a range var that represents how many spaces they can move each turn).More ➜
I played with those hexgrid helper classes for a while and then put them aside. I’ve decided to start from scratch and then return to them later. Right now I want to just conceptualize the most basic objects in the game, and if there’s something I don’t know how to do immediately I’ll pseudocode it.More ➜