The Gnobots game has no "walls" unless the edges of the window can be seen as walls. However, I like the idea of randomly scattered obstacles littering the board, hindering both the player and the robots. The original game sometimes became boring because the best strategy (that I found) was just to run straight away from the robots, get them as close as possible in a corner, then teleport and hope you're lucky.
Also, the first robot-type game I played used a "sonic screwdriver" in addition to the teleporters (it was a dr. Who version). The screwdriver had a very limited number of uses, but each time it was used, it would turn all robots within a square of the player into rubble. Perhaps we should use this too?
Tratan the Coder, not designer.
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The Gnobots game has no "walls" unless the edges of the window can be seen as walls. However, I like the idea of randomly scattered obstacles littering the board, hindering both the player and the robots. The original game sometimes became boring because the best strategy (that I found) was just to run straight away from the robots, get them as close as possible in a corner, then teleport and hope you're lucky.
Also, the first robot-type game I played used a "sonic screwdriver" in addition to the teleporters (it was a dr. Who version). The screwdriver had a very limited number of uses, but each time it was used, it would turn all robots within a square of the player into rubble. Perhaps we should use this too?
Tratan the Coder, not designer.
Of course, go ahead.