Keyflower – Suggestions for quicker (mostly turn-based) games
Posted: 11 March 2019, 13:49
Hey guys,
I really love Keyflower, very well programmed. I love the GUI. Thanks.
Here are some suggestions that would make the gameplay faster. Sorted by implementation difficulty/complexity.
I really love Keyflower, very well programmed. I love the GUI. Thanks.
Here are some suggestions that would make the gameplay faster. Sorted by implementation difficulty/complexity.
- Skip turns that force players to pick the last ship available. There is no other option for the player anyways. He cannot pass. Sometimes you would have to wait a day for someone just to pick the last remaining ship.
Just give it to him 
- Pick a ship in advance. At any point in the game you can mark a ship as your favorite, which is given to you as soon as it's your turn to pick one (provided it hasn't been taken yet).
- Add an option to pass on your next turn if not canceled.
- Add an option to pass on your next turn if you're not outbid and if not canceled.
- Add an option to pass on each turn till the season ends or you're outbid or you cancel.
- Enable inactive players to place their tiles as soon as the season ends even if they haven't picked a ship yet.
Placements are revealed to eachother as soon as all players placed all their tiles including ships.
If you're the active player you have to pick a ship first! - Enable players to make their next move provided it's legal. I understand this may be too hard to program as soon as those moves generate options for the player (movement actions or either/or eg workshop tile). But I think it may be easier to implement it for unary actions (actions which generate no options).
• Example 1 – It is not your turn. Your quarryman tile is empty. You place a worker of your liking to activate it as soon as it's your turn. On your turn, the tile is still empty: Your chosen worker is automatically placed on the quarryman tile, producing 2 stone.
• Example 2 – It is not your turn. You bid 2 yellow workers on the forge. The system isn't yet responding but shows you (and only you) 2 greyed out workers at the forge tile. Your opponent bids 1 red worker on the same tile. Now it is your turn. Your planned move is illegal (cannot bid with workers of other colors), hence you're prompted to make another move.