Week 13 Update:

  1. Bug Fixes:
    • Address a bug where humans can reroll unlimited times in certain cases after rolling a 6.
    • Fix the issue where humans are unable to reroll after rolling a 6 and opting to leave a node from the base.
    • Correct the problem where dice do not reset to their original state after the CPU rolls a 6 or 12.
    • Resolve the issue of dice values being counted before they have completely stopped.
  2. Game Enhancements:
    • Implement the 'NO_PLAYER' option in the game manager to allow selection of available players for each game.



Week 12 Update:

New game mechanics:

  • Even Rolls (Not 6 or 12):
    • The player can choose to move a stone out of the base or move a stone that is already outside.
    • After moving, the turn ends, and it switches to the next player.
  • Odd Rolls:
    • If there is at least one stone outside, the player must move one of these stones.
    • After moving, the turn ends, and it switches to the next player.
    • If there are no stones outside, the turn ends immediately, switching to the next player without moving.
  • Rolls of 6 or 12:
    • The player can choose to move a stone out of the base or move a stone that is already outside.
    • After moving, the player gets a re-roll.
    • If the re-roll is again 6 or 12, repeat this process.
    • If the re-roll is not 6 or 12, follow the normal process for even or odd rolls as described in points 1 and 2. After moving, the turn ends, and it switches to the next player.

Fix the bug: sometimes when spawns are kicked off will return to the other color’s base

Week 11 Update:

Incorporate distinct audio effects for dice rolling and specific movement sounds for different colors' spawn movement.

Fixed bugs causing game freezes and unreported wins by considering overlooked conditions and adding a for loop to count pieces in the winning route

Week 10 Update:

Double Dice as a new machine for the game to speed the game process, rewrite and refactor all dice relative code, and fix the buff caused by 2nd dice added.

Added a slider so that the players are able to change the game’s speed.

Changed moving condition from players are only able to move when 6 is rolled to players can move only if an even number is rolled.

Week 9 Update:

Introduced a special block as a reward. When the spawn reaches this goal block, an additional random move between 4 to 6 is granted to accelerate the game.

Implemented a starting page allowing players to select between entering the actual game or accessing the tutorial section.

The tutorial is divided into two segments: a slideshow-style tutorial with images and text explaining how to play Ludo, followed by an interactive mini version of Ludo for hands-on practice.


Week 8 Update:

Add a new camera that can zoom in and out 

Add transparent walls to limit the camera and dice moveable areas

Added a “sandbox” to the play area so it looks more realistic

Added a game over screen when at least 3 players are done. The game over screen also displays the winners (top 3)


Week 7 Update:

CPU (AI) player is available.

It reacts as following priority logic:

1. Move the pawn that can kick off others’ pawn

2. Move the pawns from base.

3. Move the movable pawn.

Add a menu screen to choose players

Added screen to display each turn's info


Week 6 Update:

Incorporate all four color pawns.

Introduce a button to roll the dice.

Integrate a 'kick-off' mechanism: If a pawn lands on a block already occupied by another pawn, the arriving pawn will kick the existing pawn off the block.

Establish a victory condition: The first player to get all four pawns into the final four blocks of their route wins the game.

Week 5 Update:

Revise Game Topic and Core Loop Structure:

Input: Initiate a turn by pressing enter.

Action: Players’ pawns advance based on a randomized number simulating a dice roll.

Obstacle: Encountering an opponent’s pawn in the same space forces the player to reset their pawn to the starting point, losing all progress.

Goal: The objective is to reach the home blocks, corresponding with the color of the players’ pawns, as swiftly as possible (refer to the attached image).

Note:

This week, players can press 'space' to move the red pawn, which will progress 1 - 6 steps randomly. The Dice Display function is currently experiencing issues and has been temporarily replaced with a random number function; we aim to resolve this in the upcoming week.

Week 4 Update: 

Terrain now generates randomly with each load, while tree and ocean levels remain consistent. Additionally, the dynamic camera responds to mouse movement for enhanced immersion(move, rotation with mouse button).


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