As with any development, there are boring advancements, and fun advancements. It all needs to be coded and designed, but some are just more fun to show than others. We do not have a arena editor for the public yet, but I do have one working with a lame interface and no pieces or mods.
But what I can show you why i think the concept of custom arenas is something that will definitely breath new life into QR, and make it even more of a community styled and sharing game. Yay user created content
. You already are aware of what we mean by custom arenas, but I want to show you some. Also, the addition of a new type of tile, a VOID
tile, will open up the QR arena design and strategy to many more thousand ideas. Imagine tiles that can never be used. I will never introduce a power that returns them to normal state. This way, the creator of an arena can add these tiles into an arena, and expect them to always remain unusable roadblocks during game play.
Imagine this one, where you start off with some number of pieces along the bottom row, and your opponent along the top. Notice the void tiles in dark brick red? Therefore, you both have to step down into a close quarters combat to gather up some orbs.
I imagine you both start off on separate sides of this split arena. With no way to cross, only row and column powers are helpful in the beginning, or scrambles. see the island of available tiles in the middle? May be a fun place to get relocated to.
This one is a left to right starting position, with a very skinny bridge to cross. some may try to race for the center, some may hope for some good orbs during the process. And a touch of hard to reach small zones just for the hell of it.
Here is a small 4 by 4. Not sure how much fun something this small and confined would be to play, but i throw it out there to spark ideas. Maybe this is a 1 vs 1 board? Maybe 2 vs 2?
Here is one I made which is very rectangular. it is essentially a 20 x 3 arena. I imagine you could start off with maybe 4 pieces per squadron, all in the deep skinny paths (left and right). you would have to walk your first guy up the stairs, away from battle, just to get out of the whole, and also to free your other guys. Then you can trek back towards the center, but have to decide if jumping down is good based on what powers you acquired, bluff tactics, etc.
And one final one. I envisioned this one to start with 6 pieces per squadron, all in the upper right, and upper left, respectively. You have to follow the snaking trench around in a straight line, where both of you are sure to pick up some orbs in your travels. You may be able to throw off a row attack while you are trekking through the narrow valley. Maybe one power allows you to break course, maybe you are the first to reach the stairs, and gain the high ground, stopping your opponent from advancing easily. Perhaps you tried to get mulitple people to the center, arriving later, but with back up.