I am considering developing for BGA an abstract two player game called Lazo. In my opinion as the inventor, the rules seem fairly straightforward, but there is an underlying concept which players must understand in order to play and enjoy the game. This concept, the object of the game, can be difficult to convey well to a new player. A plain text file would be insufficient to effectively get my message across. At the very least, I need to make a document which is richly illustrated and formatted. I should provide both a pdf file and an html document, probably with style sheets. Even better than that would be a video that explains the rules, and perhaps other videos which explain basic tactical ideas. Maybe I could even make an interactive Javascript page which shows some positions and asks the user to determine whether the player to move has an immediate win, and if so, where is the winning move. When they click on an answer, they would be told if they are right or wrong.
For those who are geometrically inclined, here is a brief sketch of Lazo. The game is played with specially shaped dark versus light tiles which have pegs on their undersides that fit into holes on the board surface. The grid of holes is hexagonal; interior holes on the board are adjacent to six neighbors. When the tiles are placed on the board, they fit together like hexagons, although their shape is more complicated than that. Three mutually adjacent tiles on the board either share a mutual vertex, or they form a hole between them which is the same as the holes on the board. Tiles can stack like cannonballs in a 3-dimensional lattice. The object seems simple, form a loop made of your color tiles and possibly the board surface. (Lazo is Spanish for loop.) But here's the catch: This loop must have a hole in it which a lattice path must pass completely through. This "hole path" must consist of tiles or lattice spaces, each adjacent to the next, which does not contain any of your color tiles, and is distinct and separate from your loop path.
The problem is, many positions may look like winning loops, but are not, and many winning loops may not be easy to recognize. So I need to explain my terms clearly and provide plenty of examples. My question is, what sort of standards should my help file conform to? What size should the diagrams be, how long should each page be, how many pages long should the entire document be, what other restrictions should I observe?
Thanks for your time.
For those who are geometrically inclined, here is a brief sketch of Lazo. The game is played with specially shaped dark versus light tiles which have pegs on their undersides that fit into holes on the board surface. The grid of holes is hexagonal; interior holes on the board are adjacent to six neighbors. When the tiles are placed on the board, they fit together like hexagons, although their shape is more complicated than that. Three mutually adjacent tiles on the board either share a mutual vertex, or they form a hole between them which is the same as the holes on the board. Tiles can stack like cannonballs in a 3-dimensional lattice. The object seems simple, form a loop made of your color tiles and possibly the board surface. (Lazo is Spanish for loop.) But here's the catch: This loop must have a hole in it which a lattice path must pass completely through. This "hole path" must consist of tiles or lattice spaces, each adjacent to the next, which does not contain any of your color tiles, and is distinct and separate from your loop path.
The problem is, many positions may look like winning loops, but are not, and many winning loops may not be easy to recognize. So I need to explain my terms clearly and provide plenty of examples. My question is, what sort of standards should my help file conform to? What size should the diagrams be, how long should each page be, how many pages long should the entire document be, what other restrictions should I observe?
Thanks for your time.