Chereads / TOME OF COMBAT AND CREATION JUTSU FOR LION TURTLE MONKEYS AND 7 CELES / Chapter 10 - TOME 10; SO THE DAM BREAKS; CROWN OF THORNS; FOUNDING OF AN ARK

Chapter 10 - TOME 10; SO THE DAM BREAKS; CROWN OF THORNS; FOUNDING OF AN ARK

MY ANDROID PROJECT IS 3 DAM. I'M SUPPOSED TO MAKE AN ANDROID GAME LIKE THIS.

VARIABLES:

REDEFINE VARIABLES:

There are 12 lines in total.

4 of these lines form the outer box.

8 of these lines form the inner paths of the game.

Total number of points

4 corner points(Each corner point controls 3 paths).

4 mid points. (Each mid point controls 3 paths).

A centre point, there are (centre point controls 8 paths).

=4+4+1=9 points.

LINES:

12 LINES.

8 of these lines are inner lines.

4 of these lines connect to extreme outer corners.

4 of these lines become mid-points on the borders of the board.

Then there are the 4 border lines that become the box.

Border lines=4.

Inner lines=8.

In total there are 12 lines.

Remember however that the outer lines have mid points. Mid-points mean, the path becomes 2 paths.

Hence:

4*2=8 paths/moves on the outer line.

8 path to the centre line.

In total:

Outer paths+paths to the centre line=Total paths.

16 total paths.

Finally, the game has:

9 points.

16 paths.

ACCESS PATHS:

There are a total of 16 paths.

Each outer point controls 3 paths.

In the case of three stones on an outer path.

Hence let's assume

3 stones on outer points control 3^3 paths=9 paths.

This leaves 7 paths accessible to the opponent.

In the case of 2 stones on an outer path and one in the centre:

3^2 by virtue of outer stones=6 paths controlled by player.

The centre controls 8 paths hence=8 paths controlled by player.

In this case, 8+6=14 is the number of paths controlled by player in this scenario.

Since there are a total of 16 paths.

And the player controls 14.

The opponent is left with 2 free paths.

PROBABILITY OF WINNING:

Since each player has an equal number of stones and hence has an equal number of points to control throughout the game, it can be implied that winning is not dependent on the points but on the paths.

A player with the centre controls 14 paths hence has a 14/16 chance of winning.

In this case, his opponent controls 2 paths=2/16 chances of winning.

A player without the centre contols 3^3 paths on the average.

Hence 9/16 chances of winning averagely.

If his opponent is also using outer paths, their rate of success is highly equivalent depending on the points they access.

So they roughly have equal chances of winning.

TECHNIQUE TO WINNING:

Mounting a blockade:

This is dependent on a few factors.

1. The player must control the centre.

2. Render at least one of the opponents stones immobile by trapping it between at least one of his own and the one in the centre as well as an opponent's own stone.

By virtue of the first turn:

If a player is the first to play and takes the centre, his chances of winning are highly increased. He can win almost immediately.

Presentation 1-10=Exam questions for Mr Assyne's Final Exams.

Basic rules have been set:

All that remains is getting the programming and GUI done.

I could actually create this game using RPG VxAce. In this case, I'd replace the stones for sprites.

Then I'd create my own map to match the game's field.

In this case, the entire game might flow like a cutscene with conditional branching.

The player chooses where he wishes to move. This could involve conversations and combine the effects of a board game and strategy game. A simple game of such would be a one stage straight shot game.

But adding a story line, it could be similar to phi-brain.

FOES INCLUDE:

Lucifer.

Cerberus.

Giant.

Summary: Total point=2

LOGIC:

Lucifer is particularly responsive to Olele.

Cerberus is particularly responsive to Uriel.

Giant is particularly responsive to Elsan.

POINTS:

South=Event 18.

Extreme Southwest=Event ID=001

Southeast: Event 005.

East Event 008

North East=Event 009

North=Event 017.

Northwest=Event 010

West=Event 007.

Centre=Event 006.