This game is slightly based upon the Risk game mechanics, but we're just inspired not copying.
Players will connect to a game which is a large island with an innercity, enclosed by a wall.
Surrounding the wall there are several area's to conquer by either the player or the Viking bot.
The vikingbot will double in size each turn untill they will attack with their ships to an area
on the coastline where one of the players has least defence. Once they land on the main island
they will attempt to slowly conquer surrounding area's attacking the area with least defending
troops. Each turn the vikings gain 2 troops on every territory they own including the "hidden"
area which is not accessible by the players. If/When the Vikings are defeated off the mainland
they will once again try and attack with the stack they build out of sight (but shown on the counter)
and they will once again land their ships on the weakest area on the main island.
The game's over when the Vikings are defeated and only 1 of the active players is still alive.
Attacking territories will be simmilar to the dice's thrown in the game of risk, 3 dice for the
attacking player and 2 dice for defending players. attacking the city gives a buff, for the player
inside of the wall, they will now throw with 3 dice instead of the default 2 dice.
closed source project.
Features:
Multiplayer game where 1 bot (the vikings) try and conquer the land where up to 6 players battle to become king.
Devlog:
Project currently has a basic server function allows clients to connect with a 'unique' gamecode.
It sets up the board and spreads troops randomly over the area's trying to make it evenly spread.
We have a start on an 'AI' The vikings look for the weakest area at the waterborder and will try and attack turn1.
There's no client/GUI yet, it's all textbaseed commands being send to and from for debugging purposes.