My map is a square grid, basically built by rooms and corridors. Walls runs on the square edges, and i (as a game master) have to place doors on the walls to “open” a room (much like the D&D boardgame or Heroquest).
I’d like to restrict the movement of the pieces in the rooms or thru the open doors only, and i’m struggling to obtain this effect.
What if i made a named region for each room/corridor, assign a property to each piece containing the actual zone name, and use the send back action when the piece moves to a zone with a different name?
If this can work, then open doors should works as “gateway” allowed to change the “currentZone” property of the piece: when moving in or out of one of the two squares surrounding a door, the piece should be able to change the “currentZone” property.
May it works?
If yes… can someone help me step-by-step to build the mechanism behind this?
My map is a square grid, basically built by rooms and corridors. Walls
runs on the square edges, and i (as a game master) have to place doors
on the walls to “open” a room (much like the D&D boardgame or
I’d like to restrict the movement of the pieces in the rooms or thru
open doors only, and i’m struggling to obtain this effect.
Vassal isn’t designed to enforce game rules.
So I think you will have great difficulty in trying to do this, since
there really isn’t any specific support in the program for what you
want to do.
The design philosophy behind Vassal is to replicate the board gaming
experience. So, in a table top game where you are the game master,
there is no physical barrier that stops you from moving through
walls. It is just that the players don’t do it because it is against
the rules. The same thing generally applies to Vassal modules.
You shouldn’t try to enforce the rules with automation, but rather
just simplify certain repetitive actions. This provides a lot more
flexibility and avoids problems with getting the restrictions wrong.
Suppose one of the characters has a special ability to move through
walls, maybe conferred for a limited time by a spell. If it is flatly
prohibited, you won’t be able to do it. So keeping things flexible
gives you a lot more options. In particular for a role-playing game
with a game master, you don’t want to impose a straight jacket.
This is all true.
Playing with pawns is different than dragging them with the mouse or moving them via arrow keys. Some ppl are not so comfortable with PC, keyboards and mouse, for a lot of reasons (too young, too old, some handycap). A wrong mouse gesture, or a wrong key tap may result in some unnoticed error (the game i’m developing allows simultaneous movement, so players may move in the same moment). So i’d like to keep things the most error free.
Now, i don’t want to seem rude (really, i don’t want to BE rude) but i will avoid any “module design philosophy” discussion for other forum branches… can we talk about how to do it, or why it cannot be done?