Stats:
 
 
   
Modifiers:
 
  Apply:
     
Size:
  Apply:
     
Images:  
  Apply:
     
Sounds:  
  Apply:
   
Notes:
  Apply:
 

Name

The main identifier of the playing piece. This could be variable if there are to be more of the same piece in play. For instance, if the piece name was "Unit" you would have "Unit 1" through "Unit 201"

Tags

Sub-identifiers, useful for categorizing pieces, applying rules and formula, and changing situations during game play. For instance, this piece called "Unit" could have the tags Blue, Forward, and Buffalo. The creator could designate the tags to mean anything, from combat bonuses to what icon is presented. Tags can also change during game play with embedded rules, such as the unit's color could change, or which player controls it.

Stats

These are the main attributes of the piece, such as movement rules, strength, attack, defense, or how well it can bake a batch of cookies. In some games there could only be "Movement" which is randomized for each turn, while in others there could be thirty stats that follow complex formula. It all depends on how the game creator wants it.
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Making Pieces For Your Game

The rules for the playing pieces or cards are embedded into the pieces themselves using a simple form.
Click on each part to get a brief description of what it does.

Modifiers

These can cover anything the game creator desires, and can be used to adjust any stat, tag, map hex, or even other modifiers using basic boolean logic. For example, a modifier could be "If hex = trees then defense +1" or "If opponent = giant robot then surrender = yes." This allows the game creator an easy way to implement simple or complex rules as needed.

Size

The size of the individual playing pieces can be set to specific measurements, or adjusted during game play. For instance, pieces could start out the size of a map hex, but as they accumulate more power they take up more hexes.

Images

This is where the game creator adds the visual aspects of the playing piece. The game engine will handle most standard types of graphics, such as jpeg, gif, animated gif, png, eps. There can also be separate graphics for small and large presentations of the piece allowing for a zoom in to read more detail, as well as images that change during game play. For instance, a series of battleship images that show different degrees of combat damage.

Sounds

Sounds can be embedded into the playing pieces and be triggered by events in the game. For instance, a victory cheer when an opposing unit is eliminated, or a whimper of fear when entering combat against overwhelming forces.

Notes

Since the P2P Game Engine can be manipulated by the players as well as the game creators, it is important to include notes that can explain the uses of certain modifiers, the theory behind the piece in question, or to add some descriptive text that may be included on the larger representation of the playing piece.

Reset

If a game can be modified there is always a chance the changes made will not work out. The Reset button will return the piece to it's original settings so you can start again.

Add More

Some games are very simple, and some are quite complex, so it is important to add more lines as needed.

Apply

Nobody wants to enter the same rules for every single piece in a 1,000 piece game. This box allows you to apply the instructions, data, calculations, images, sound, or notes to any other element of the game. For instance, you could create a formula for figuring movement in Stats, then apply it to all pieces with the tags "calvary" and "horse." Then you could come up with a modifier for a certain terrain type and apply it only to all pieces with "horse" in the tags.