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http://chromecow.com/wp-content/graphics/Main/cowcatcher.jpg
It’s called a ‘cowcatcher’
for a reason

It’s been pretty quiet here for a couple of months, but I’m now back on track with some great news..

My wife and I have driven the final spike in our own figurative transcontinental railway, as I have just accepted a transfer to Locomotive Games in Santa Clara. Our cross country adventure from Massachusetts to California is underway with a full head of steam, and short of derailing this post with what (to the un-trained eye) may be a series of truly awful railroad references, we’re thrilled about the move.

I’m leaving behind some great friends and talented folks at Helixe, but I’m excited to join the Locomotive team.  New horizons!

I expect posting to be sporadic as we settle in. I’m not even sure what state my computer is in, and I mean that in just about every sense of that phrase.


Design A Day Icon
Foosball

Ok. I owe you a Lazarus and the Time Machine Part 2, but I can’t resist the chance to post a quite nearly timely World Cup inspired design.

I’ve consulted with experts in the field, and the consensus is that the World Cup involves Soccer.

In my mind this is quite nearly the same thing as Foosball, except that in Soccer the games are much longer and harder schedule.

I admit it. I’m not really an organized sports guy, and today’s design is less inspired by the World Cup and more by Rockstar’s latest table tennis opus.

The idea is simple:

Foosball + Wii = Awesome.
(more…)


Play Magazine 2005 Year in Review

Volume 5 Issue 2 February 2006

Best Movie or TV Based

Appeared in the Best Handheld Games 2005 Year in Review pp. 52-53.

THQ has done a stunning job with the Incredibles license on every front with Heavy Iron doing the console honors and now Helixe’s exceptional DS game that features the same dual-character gameplay, as Frozone and Mr. Incredible endeavor to take down the hardware-heavy Underminer.

A game I designed appeared on the same awards page as Legend of Zelda: The Minish Cap. And without irony!

All of Helixe, DS and GBA teams put in an extraordinary amount of effort to make the games happen, and it’s very gratifying to see it pay off. Go Team Helixe!



Total Advance Magazine [UK]

Issue 30

Total Advance Cover Sidebar

Interview Snippet

The most shocking difference [from previous Scooby games] Scooby stalwarts will notice here is that this game is quite good. It’s quite addictive, and it takes more than an hour to complete, really marking it off from previous efforts.

TA: We have to admit, we’re bowled over by the new Scooby adventure. Had you any experience of past Scooby games on the GBC or GBA before you started working on it?

SEAN: We’ve done other games for the GBA, but this is our first go at Scooby-Doo…Since the movie was a bit of a fresh start for the Scooby Gang, we took it as an opportunity for a fresh take on what Scooby was going to be on the GBA…

They loved us, they gave us four pages. They gave us a 75 out of a hundred. They grade tough, but it was pretty fair. It was a short-schedule game, and we were pretty ambitious. I’d have gone at least 80.



New York Times

Circuits, Thursday July 18th, 2002

NYT Circuits

A group of us from Helixe go to the Computer Clubhouse at the Boston Museum of Science from time to time to talk to the kids about careers in the video game industry. We went once during their Teen Summit, and got a brief mention in the times. Complete article is here (free registration may be required).

The Computer Clubhouse is a great program that helps kids get computer experience that might not otherwise get the chance.


A board game by Sean Hyde-Moyer

Welcome to the TrioTrio page.

Feel free to give the game a try and give me some feedback using comments below. Sorry about the poor formatting. The built-in HTML editor in my CMS is pretty primitive. There is a nice, easy to read verion in PDF form in the downloads section. You might want to read that, then come back with your comments.

The Goal

Capture all the enemy pieces, and be the last player on the board.

What You Need To Play

* 1 six-sided die
* The printable board and pieces.

If you are playing the downloadable version, you will need to print the board and pieces. You’ll need to cut out the game pieces.

If you find the paper pieces hard to play with, try gluing them to pennies.

Setting up the Game

Each player starts with three pieces on the board, one each of Rock, Paper and Scissors. Players start on opposite sides of the board, with their pieces placed with one space between them, along the back row of the board as illustrated:

They should be laid out Rock-Paper-Scissors, left to right.

Starting the Game

Players may each roll 1 six-sided die. The highest roll goes first.

You can also play Rock-Paper-Scissors to see who goes first.

Playing Rock Paper Scissors

Both players make a fist. In sync, they make a striking motion in the air with their fists, as if hammering an invisible nail. Do this three times; one, two three. On the fourth strike, each player chooses one of the three hand gestures: Rock, Paper or Scissors. Rock breaks Scissors for a win. Scissors cut Paper to win, and Paper covers Rock to win. In the case of a tie, the game is repeated until someone wins.

Taking a Turn

A turn has two parts:

* Changing a piece (optional)
* Movement (optional)

At the beginning of each turn, the player can indicate one piece, and roll to change its type.

The player can then either forfeit their move, or roll to move. If a player chooses to forfeit her move, it must be done before she rolls for movement.

Rolling to Move

If the player chooses to move, she rolls one six-sided die and moves one of her pieces exactly that number of spaces. The roll can be applied to any one of the player’s pieces on the board.

Moving Rock


or

Rock can move either left/right/ up/down, or it can move diagonally. The player chooses one or the other at the start of the move, and can only move in those directions for that move.

Remember: Rocks come in different shapes…the rock piece can move in different directions.

Moving Paper

Paper can only move left/right/up/down.

Remember: Paper is rectangular…it moves in straight lines.

Moving Scissors

Scissors can only move diagonally.

Remember: An open pair of scissors is diagonal…scissors move diagonally.

General Movement Rules

* No piece may move back to a space it just left.

* A piece does not have to move in only one of its legal directions. If you want to move your Rock piece for six, you can move it two left, two up, one left, on up, for instance.

* No piece may land on, or move through a space occupied by another piece. The only exception is if it is making a capture (see Capturing).

Like Pieces Repel

No pieces of one type (for instance, Paper) may move within one square of a piece of the same type (again Paper), either as their final move, or in passing.

It’s Yellow’s turn. She rolls a two.

The red area shows the squares she can’t move to or through, without coming within one square of another Paper piece.

This rule applies regardless of what team the similar pieces belong to.

If Yellow had two paper pieces on the board, the same exclusion would apply.

This exclusion applies to any like pieces: Rock/Rock, Paper/Paper, Scissors/ Scissors.

If a player does move within one square of a like piece, she loses that piece.

The Capture Sacrifice:

There is an exception to the one-space exclusion. If Yellow rolls a three or a five in this example, she would be able land on Rock and capture that piece (see Capture).

This is a legal move. However, at the end, we have two Paper pieces sitting within one square of each other.

This is the sacrifice: the Yellow piece is removed from the board.

Rolling to Change

Text Box: 1 – 2  =     3 – 4  =     5 – 6  =   The player first points to one of her pieces to indicate which one she wishes to change.

She then says, “I’m rolling to Change.” The player then rolls one six-side die and changes the piece based on the chart.

Danger! If the new piece is within one space of a similar type piece (see Like Pieces Repel), it is removed from the board.

If the roll is the same as the piece they are trying to change, no change is made that turn.

Capturing

To remove an enemy piece from the board, you must land exactly on that piece with a superior piece. You know the order:

Rock beats Scissors | Scissors beats Paper | Paper beats Rock

When a superior piece lands exactly on an inferior piece, the inferior piece is removed from the board.

Special Board Spaces
Movement Restrictors

The board has a permanent Paper and Scissors. These spaces restrict the player’s movement:

Example: A permanent Scissors.

A player’s Scissor piece cannot move within one square of the permanent Scissor.

A player cannot land a Paper on the permanent Scissors piece. Scissors beats paper, and the piece would be removed from play.

Rock can move freely through the permanent Scissors space.

The same relationship holds true for the permanent Paper space. No Paper may move within the exclusion zone, no Rock may land on the Paper space.

The Golden Cow

There is a golden tile in the middle of the board called the Golden Cow. If a player has lost a piece, she can try to reclaim a captured piece (only up to the original three pieces) by using the Golden Cow.

To reclaim a lost piece, the player must land a piece on the Golden Cow and stay on that square for three consecutive turns. The piece is returned to the board at then end of the third turn.

Example: Yellow is down one piece. She lands on the Golden Cow.

Blue takes his turn. Yellow stays on the golden cow, and moves another piece. Blue moves again. Yellow stays on the golden cow, moving another piece. Blue moves again. Yellow sits for one more turn. At the end of the turn, Yellow may reclaim a lost piece, putting it on her center start space.

When a piece is returned to the board, it is placed in the player’s center start space. The player can choose which type of piece to return to the board.

Note! Though the player must try to remain on the Golden Cow for three turns, they may still roll to change the piece that holds the Golden Cow.

Important! After having successfully reclaimed a lost piece, the player must move off the Golden Cow as their next move.

Winning the Game

The last player to have a piece or pieces on the board is the winner.

TrioTrio Strategies

With any luck, you now have a good idea of the rules of TrioTrio. Now let’s have a look at some of the strategies that evolve from these rules.

Closing

When trying to capture an opponent’s piece, it can be advantageous to get next to the piece, even if you don’t have enough movement to make the capture.

Before After

In the illustration above, Yellow rolls a two. It’s not enough to capture the Stone, but puts the Paper piece adjacent to the Rock.

Rock is in a bad spot, and the easiest approach would be to roll to change to something other than Rock.

But now Blue has a problem, if he rolls to change, he could end up changing to Paper. As he is sitting next to another Paper, he would lose his piece.

So the choices are roll to change, with a one-in-three chance of loosing a piece, or roll for movement and try to move away. Yellow has him on the run!

Shadowing

Savvy TrioTrio players will make use of the same-type exclusion zone to force opponents to make tough choices

Here, Blue has two pieces adjacent. Blue’s Rock is parked in the shadow of his Paper piece.

On a roll of two, four or six, Yellow would be able to capture the Blue Rock. But in this configuration, Yellow would have to sacrifice her Paper to make the capture.

Sometimes this trade-off is worth it, other times it is not. This is a useful defensive move when you are unable to run away from a nearby attacker.

Pressing the Attack

This is just a friendly reminder that unlike many games, the pieces in TrioTrio can change, and that this can have dramatic consequences.

Before After

Here, Yellow starts out in a bad spot

The Blue player could reach her piece on a roll of two through six, and if she rolls a one for movement, it’s still fairly grim.

But just by rolling to change at the start of her turn, she is transformed from the hunted into the hunter.

Now she can capture a Blue piece on a roll of two through six.


Thanks for trying TrioTrio!

Special Thanks To

Brian Berry

Gareth Hinds

Sonja Hyde-Moyer

Dave Leip

Dan Thron

For play-testing the game.

TrioTrio is

© Sean Hyde-Moyer 2003.

All Rights Reserved.


Use of the following content is governed by the Chrome Cow’s Terms of Service.

Games

Games

There are some Flash prototyping experiments here, as well as a downloadable boardgame. Leave feedback on the games in the comments. [ Link ]

Palabre Modules

Palabre Modules

Python Modules I have written for the open source Socket Server Project, Palabre. Palabre is a lean socket server with a nice user modules system. [ Link ]

LScript

Lscript

A collection of scripts for Lightwave 3D™. Includes the popular PDB Reader and Dial Ticks scripts. All scripts are saved in plain text. [ Link ]

Lscript UDF

LScript UDFs

A collection of various User Defined Funtions for Lightwave 3D™ contributed by several generous members of the scripting community. [ Link ]

Photoshop

Photoshop™ Actions and Scripts

Includes the Topomatic fake topo map generator, Schmootz, Sean’s HSB Paint tools, which allows artist to quickly the tweak Hue, Saturation and Brightness of the foreground color. [ Link ]

3D Objects

3D Objects

A number of freely available 3D objects in the Lightwave 3D™ format. Includes a small wind-up robot, and a clothespin. [ Link ]

WordPress Plugins

WordPress Plugins

Plugins for WordPress, popular blog software.
Currently includes ShowChildContent. [ Link ]

Excel Spreadsheets

Excel Spreadsheets

Various Spreadsheets in Excel 2003 format. Includes Perpetual Calendar tools. [ Link ]


"Design is the successive application of constraints until only a unique product is left."

Richard Pew

TrioTrio

TrioTrio

TrioTrio is a simple boardgame I designed a couple of years ago. It’s a capture game based on Rock-Paper-Scissors. There is a PDF of the rules and a simple board available in Game Downloads. Feedback is always welcome. [Link]


TrioTrio

Learning Flash

Since returning from GDC, I have been fired up to learn Flash as a tool for doing some simple gameplay prototyping. It has been rewarding, and at times fairly frustrating, as Flash has some interesting quirks of implementation. It has…personality.

So this is to be a dumping ground for bits and bobs of code and information that I’ve learned, and might help others over some rough spots. No particular order or theme. Just nuggets of Flashy goodness.  [ Link ]


TrioTrio

Burroughsian Design-A-Tron

It is one of those pick-a-word from columns A, B and C and link them together widgets. The basic construct is Video Game meets Popular Culture Artifact as Human Endeavor.

The idea is that it functions as an automated Burroughsian Cut-Up, with our cultural heritage and all areas of human endeavor as the source material. Because I do like to think big. [ Link ]


TrioTrio

Radial Solo Ball

Flash game number one. Basic goal, build a game with a main execution loop.

First experimentation with collision detection in Flash. [ Link ]


TrioTrio

eRadiRace

A simple wall avoidance game.

First iteration using built-in collision handling in Flash.
[ Failed ]

Second iteration using Flash 8’s Draw API. [ Somewhat Final ]