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UFHO2

Instruction booklet - How does the game work?

200% more UFHO than its predecessor

Instruction booklet - How does the game work?

Postby TinyColossus » 15 Jul 2012, 12:47

This thread will serve as a guide until we have implemented a tutorial in the game.

IN SHORT
  • When it's your turn...
  • Click/tap on an hexagon ("Room") to rotate it. Connect Rooms!
  • Click/tap on a gear to rotate the big bunch of Rooms (the "Area"). Connect Areas to be able to move from one to another.
  • Drag from a Character and release on a nearby Room to move. Rooms have to be connected!
  • After 6 moves, the turn passes to your opponent (the screen becomes black).
  • Get 5 blue gems to win the match.

FULL EXPLANATION
The game takes place in an hexagonal-shaped maze, divided into 49 small hexagonal rooms connected by corridors. The rooms are also divided into 7 bigger clusters, called Areas.

Image
The Gem

The goal of the game is to move through this maze and get the little blue Gems that appear randomly on the board.

UFHO2 is a turn-based game: you take your turn, then your opponent, then you again. Each turn, you have 6 moves that you can spend however you want.

Image
A room

Rooms can be rotated to connect (or disconnect) them with the others by tapping/clicking on them, creating new paths or unlinking existent ones. This is the basics of the game: every room can be rotated, even the one where your opponent is, or the Gem, or the Powerups.

Image
A character

The player can move his Character by dragging from him to a nearby Room, but he can only do so if the Rooms are connected.

Image
An Area

As you can see, Rooms are grouped into Areas, bigger clusters of 7 Rooms that have their own exit corridors. To pass from one Area to another, not only the Rooms have to be aligned but also the Areas!
To rotate an Area, click/tap on the Gear that's in the corner of the Area itself. Careful: rotating Areas costs 2 moves instead of one.

POWERUPS

There's different powerups, and each one has its cost and use.
To pick up powerups, simply move into the room that contains them. To use a powerup, either click or drag the icon to the board, depending on the powerup kind.

  • EXTRA MOVES
    Image
    Cost: 0
    Just click on the icon, and get 2 extra moves for this turn.
  • EXTRA TIME
    Image
    Cost: 0
    Click on the icon and get 10 more seconds to think. Usually useless, but vital for slow races such as the Renegooy.
  • TELEPORT
    Image
    Cost: 3
    Click on the icon and the Gem gets teleported randomly across the board. Useful when the opponent will get it on the next turn.
  • COUNTER-CLOCKWISE AREA ROTATION
    Image
    Cost: 2
    Drag it on an area gear to rotate it in the opposite direction for a normal cost.
  • DOUBLE AREA ROTATION
    Image
    Cost: 2
    Drag it on an area gear to rotate it twice for the price of one rotation.
  • AREA MESS UP
    Image
    Cost: 2
    Drag it on an area gear to rotate all the rooms in the area. Useful to slow down an opponent on his way to the Gem.
  • LOOPHOLE
    Image
    Cost: 2
    Drag it on a room to create one end of the loophole. The other end is created randomly. This way you can create an improvised shortcut to the Gem, or an obstacle for your opponent.
  • AREA BLOCK
    Image
    Cost: 2
    Drag it on an area gear to block it from rotating. Disappears automatically after 3 turns.
  • ROOM BLOCK
    Image
    Cost: 1
    Drag it on a room to place a block that lasts one turn, and impedes the opponent from entering the room. It also destroys any powerup in the room, thus opening possibilities to annoy your opponent.

RECAP

Image

Image

Another image from the Flash version
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TinyColossus
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Re: Instruction booklet - How does the game work?

Postby bubbladen » 16 Jul 2012, 18:07

For gameplay variety, can be possible to add different shapes for rooms and/or areas?

What kind of powerups have you designed?
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Re: Instruction booklet - How does the game work?

Postby TinyColossus » 17 Jul 2012, 13:45

bubbladen wrote:For gameplay variety, can be possible to add different shapes for rooms and/or areas?


Yes, there will be different layouts of rooms, different layouts of exits/corridors, and boards whose rooms/areas are disabled. Also a scenario where areas rotate automatically at fixed intervals.
Add the different characters, the powerups = Loads of variety! :D

bubbladen wrote:What kind of powerups have you designed?


This requires individual descriptions and images, I'll add them to the guide as soon as possible.
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TinyColossus
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