{"action":"reopened","issue":{"url":"https://api.github.com/repos/siggame/MegaMinerAI-Game-Ideas/issues/43","repository_url":"https://api.github.com/repos/siggame/MegaMinerAI-Game-Ideas","labels_url":"https://api.github.com/repos/siggame/MegaMinerAI-Game-Ideas/issues/43/labels{/name}","comments_url":"https://api.github.com/repos/siggame/MegaMinerAI-Game-Ideas/issues/43/comments","events_url":"https://api.github.com/repos/siggame/MegaMinerAI-Game-Ideas/issues/43/events","html_url":"https://github.com/siggame/MegaMinerAI-Game-Ideas/issues/43","id":257458918,"node_id":"MDU6SXNzdWUyNTc0NTg5MTg=","number":43,"title":"Winter","user":{"login":"JacobFischer","id":1050503,"node_id":"MDQ6VXNlcjEwNTA1MDM=","avatar_url":"https://avatars3.githubusercontent.com/u/1050503?v=4","gravatar_id":"","url":"https://api.github.com/users/JacobFischer","html_url":"https://github.com/JacobFischer","followers_url":"https://api.github.com/users/JacobFischer/followers","following_url":"https://api.github.com/users/JacobFischer/following{/other_user}","gists_url":"https://api.github.com/users/JacobFischer/gists{/gist_id}","starred_url":"https://api.github.com/users/JacobFischer/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/JacobFischer/subscriptions","organizations_url":"https://api.github.com/users/JacobFischer/orgs","repos_url":"https://api.github.com/users/JacobFischer/repos","events_url":"https://api.github.com/users/JacobFischer/events{/privacy}","received_events_url":"https://api.github.com/users/JacobFischer/received_events","type":"User","site_admin":false},"labels":[{"id":680043319,"node_id":"MDU6TGFiZWw2ODAwNDMzMTk=","url":"https://api.github.com/repos/siggame/MegaMinerAI-Game-Ideas/labels/MegaMinerAI-20","name":"MegaMinerAI-20","color":"0e8a16","default":false},{"id":914085156,"node_id":"MDU6TGFiZWw5MTQwODUxNTY=","url":"https://api.github.com/repos/siggame/MegaMinerAI-Game-Ideas/labels/MegaMinerAI-23","name":"MegaMinerAI-23","color":"c2ed42","default":false}],"state":"open","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":6,"created_at":"2017-09-13T17:24:56Z","updated_at":"2018-11-15T23:22:33Z","closed_at":null,"author_association":"MEMBER","body":"# Story\r\n\r\n![image](https://user-images.githubusercontent.com/1050503/30391492-2e768ebc-987f-11e7-8c1d-3300df876d6b.png)\r\n\r\nThe apocalypse has happened, and humanity nuked itself into a nuclear winter. Now the weather is just getting worse. You have a ragtag group of survivors, and you must gather enough food to survive the winter. However another group of survivors has the same idea. You must gather more food than them so you can survive, while they get overrun. Winter is coming.\r\n\r\nOh yeah, and there are radioactive mindless people, aka **zombies**.\r\n\r\n# Overview\r\n\r\n![winter-screenshot](https://user-images.githubusercontent.com/1050503/30397635-20bfd512-9893-11e7-865e-ef42645a7e2d.png)\r\n\r\n- Two player, turn based, tile based game.\r\n- 40 x 20 map\r\n- Only 2 unit types: survivors and zombies\r\n- Units can have **[gear](#gear)** that gives them abilities (think guns, snow shoes, etc).\r\n- Goal is to set up a base and collect **food** into it.\r\n- Map is randomly generated with NPC zombies and resource rich buildings to raid\r\n    - NPC zombies follow a super simple \"AI\", so they are 100% deterministic and easy to predict, to not feel random.\r\n\r\n## Survivors\r\n\r\nEach player starts with 5 survivors. The survivors start with some random gear (mirrored for each player).\r\n\r\nSurvivors are always statically identical. The only thing that changes them is the gear they pick up.\r\n\r\nSurvivors have the following stats:\r\n\r\n- **Health**: starts at 10, goes down to 0. When it reaches 0 they die and turn into an atomic zombie.\r\n- **Endurance**: starts at 100, and goes down as they do things. If they return home it resets to 100, and if they stay idle for a turn they gain back 10.\r\n- **Carry**: starts at 10. How much they can carry. Different items have different weights.\r\n- **Food**: How much food they are carrying. Starts at 0, and can go up to their carry. 1 food = 1 weight.\r\n- **Junk**: random junk used to do some actions, think scraps of metal and stuff.\r\n- **Noise**: How much noise they made this turn. Starts at 0 and goes up as they do things. Resets at the beginning of the turn.\r\n\r\nSurvivors can do the following:\r\n- **Attack**: Attacks a tile, if they have a gun equipped they can attack at a distance. Does 2 damage by default, and generates 1 noise and 10 endurance.\r\n- **Pick up**: Picks up all item(s) on a tile. Players can specify items if they can't carry everything. Generates 2 noise per thing picked up\r\n- **Drop**: Drops item(s) on the tile. Makes 1 noise per thing dropped\r\n- **Barricade**: Use 5 junk to erect a Wall on a neighboring tile with 5 health. Can be used multiple times to add more health to the wall. Generates 2 noise.\r\n- **Move**: Moves 1 tile. Takes 5 endurance and makes 1 noise.\r\n\r\n## Atomic Zombies\r\n\r\nThese are not regular zombies, they glow because of radiation and science.\r\n\r\nZombies are NPCs, and in between players turns execute the following \"AI\":\r\n\r\n```\r\nMove towards the unit with the largest player.noise^2/player.distance\r\n\r\nMovement is done in a straight line, no A* or anything fancy.\r\nMove vertically first, then horizontal. If stuck sit there.\r\n\r\nAttack adjacent non-zombies after moving 1 tile.\r\n```\r\n\r\nZombies also have 10 health, and can be killed. If they are killed they drop all gear. **gear can affect zombies**. Zombies don't know how to use guns though.\r\n\r\nWhen a survivor dies a Zombie spawns on top of them _with their gear equipped_. (So they transform basically).\r\n\r\n## Gear\r\n\r\nGear are items around the map. They basically grant special abilities or stat bonuses to the Survivors that equip them. Some possible gear:\r\n\r\n- **Machete**: Attacking adjacent units for 5 damage at the cost of 5 more endurance.\r\n- **Shotgun**: Shoot and hits up to 2 tiles away (in a cone). Does 5 damage. Requires 3 junk to shoot. Generates 10 noise.\r\n- **Pistol**: Can shoot 1 unit up to 4 tiles away to deal 5 damage them. Requires 2 junk to shoot. Generates 5 noise.\r\n- **Hunting Rifle**: Shoots 1 unit up to 10 tiles away to deal 10 damage. Requires 5 junk to shoot. Generates 20 noise.\r\n- **Snowshoes**: Talking over snow tiles takes half as much stamina to the unit with this\r\n- **Backpack**: Double the inventory space of the owner\r\n- **Radiation Suit**: The wearer does not turn into an atomic zombie upon death.\r\n- **First Aid Kit**: Heals the user or an adjacent unit.\r\n- **Molotov**: Throw to a tile up to 3 tiles away and turn it into a Fire tile. Any units that path through it take 4 damage.\r\n- **Ninja outfit**: Generate half noise from actions\r\n- **Energy Drink**: Fully restores stamina of the drinker\r\n- **Metal Detector**: Doubles the amount of junk picked up, but halves the amount dropped (to prevent duping)\r\n- **Megaphone**: Generates 100 noise, great for attracting zombies to your enemy if you flank their lines.\r\n\r\nThere is a special item, the **Flag**. When players drop it, it designates the 9 tiles around it to be their base, which sums up how much food they have to win. Flags can be picked up and moved if their base is determined to be worthless. You can't place flags on top of or adjacent to each other.\r\n\r\nIf the first flag placed is on a snow tile, it automatically creates Building tiles around it with barricades of 50 health\r\n\r\n## Tiles:\r\n\r\nTiles are generated at the start of the game. By default all tiles are _Snow_ tiles. Some tiles are _Building_ tiles and those may have items/gear on them to pick up.\r\n\r\n**Radios** spawn around the map on some tiles. Trying to pick up a radio makes 50 noise but recruits a new survivor to that side's base (on their flag). Radios have a cool down.\r\n\r\nOther tiles have **barricades** on them with health. Until their health reaches 0 they are impassible walls.\r\n\r\n## Winning\r\n\r\nFirst player to get 200 food around their flag survives the winter.\r\nFailing that the player with the most food\r\nFailing that the player with the _least_ survivors alive\r\nFailing that flip a coin\r\n\r\n## Possible additions\r\n\r\n- After 10 survivors are on a team, recruiting more survivors increases the amount of food your team needs to win\r\n- Zombies might only go after the winning side's survivors\r\n- There are tons of gear you could add (grenades, adrenaline, etc)\r\n- Possible game to add fog of war to if we can balance it fairly.\r\n\r\n## Possible strategies\r\n\r\n- Rush food, let people die for food\r\n- Find good weapons and hunt the enemy down\r\n- Barricade the enemy from getting into the base\r\n- Steal food from the enemy base\r\n- Agro zombies to enemy's side\r\n- Pre-raid their nearby buildings"}}
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