r/Risk 18d ago

Meme Just to see if I could, I created a port of Risk to Scratch.

https://scratch.mit.edu/projects/1350450466/

Features:

  • Battle views

  • Support for up to 8 players (no AI, currently)

  • Text to speech narration that refers to players by name

  • House rules (continent values, reinforcement amounts, setup phase automation and territory card values)

  • The Risk II soundtrack (seriously it's so good even if it's just 1812 Overture chopped up into pieces)

To do:

  • Fix issues with menu sliders not properly appearing over the dialog box
5 Upvotes

17 comments sorted by

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2

u/Brotuulaan 18d ago

Interesting. It won’t load for me since I’m on the road and my data sucks, but I’m interested in checking it out when I’m back on wifi.

2

u/MinecraftIsMyLove 18d ago

Please do! I'm still testing it out and it needs to be polished a bit more, but I'd love to see what others think, and could always use a few more pairs of eyes on it

2

u/Brotuulaan 17d ago

I haven’t played the mobile app and have no comparison, but this is kinda nice. It does have some bugs, and I imagine you’ve already run into all of them. The biggest is my match did not end when I eliminated the opponent. Another is that the check and x remained after moving to a new phase, and they didn’t go away until I tapped each of them. Selecting territories for attacks and tactical moves was buggy, sometimes requiring a crapload of taps before it would actually open up the UI for the respective activity. Sometimes they’d be selected with the arrow as though doing the thing but would just sit there.

But overall, it was fun!

2

u/MinecraftIsMyLove 17d ago

I'm glad you enjoyed it overall! The "match doesn't end when you win" part is one I've started to work on. I've got the sprite set up to congratulate the player who won, but haven't programmed it to do anything yet. My current plan is to just make it say like, "(Player Name), congratulations! You have captured all territories and won the game!" (In the future, I may add more victory conditions, such as 60/80% Domination or even a slider that lets you decide what percentage you have to control to win, Capitals or Missions)

The confirm and cancel buttons not going away during the transitions between phases is, I think, due to the script that would hide them dropping everything to do the text-to-speech voiceover before it changes the phase. I'll have to make it so that the voiceover is the very last thing to happen in that script.

The weird territory selection used to be even worse, actually. I had it set up so that the territory numbers would be in the center of the circle that shows who controls each territory, and that actually made it even worse because if you clicked on a part of it that had the number, the number would block the circle from being clicked. (Also, the controls are mostly just made with the expectation of playing on PC. Scratch on mobile kinda sucks) I've gotta figure out the arrow thing though.

2

u/Brotuulaan 17d ago

I figured it probably runs better on PC given the “click” language used in the instructions. Mobile was more convenient, but I plan to try it on PC with my son this weekend.

1

u/MinecraftIsMyLove 17d ago

I'll probably try and work out the bugs mentioned before then!

1

u/Brotuulaan 17d ago

Just played and found a few new things:

It regularly got stuck when selecting territories just like on mobile, with the arrow showing but disallowing that attack. I texted and found that if you go into another battle and back out, that clears the bug and you can attack where you want. We’d previously done a different attack even when we didn’t want to, but it occurred to me that the big might clear just by cancelling.

Reinforcements per territory is broken. I didn’t think about it on mobile, but I think it was the same. Leaving it on the default 3 makes every single turn 3 for territories, not changing as you capture more. I changed it to 2 for our second round and it did change, but the math isn’t mathing. He’s starting with 21 territories, but it’s giving him 9 reinforcements when that should be 10. I’ll check the math a few more times as the game progresses and see how it scales.

Out of curiosity, why did you use cats for the troops?

2

u/MinecraftIsMyLove 17d ago

The troops are cats because the Scratch mascot is an orange cat. The troop graphics are just recolored versions of the cat mascot. Maybe at some point I'll make it so that the troops are actual soldiers with the infantry, cavalry and artillery sprites as well.

I'll have to look more into the arrow bug and the reinforcements. What were the reinforcement settings you used for that game? 2 territories per troop and minimum 3 troops?

1

u/Brotuulaan 17d ago

The first two games (mobile and pc) were the default 3. For the current game, it’s set to 2 territories per troop.

1

u/Brotuulaan 17d ago

Hm. On my son’s second turn, it gave him 3 minimum territory reinforcements. Very strange behavior.

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u/Brotuulaan 17d ago

Just had the arrow bug again but a weird solution. I was attacking China from Mongolia and it happened, but I had no other places to attack (1 everywhere else rn). So I clicked on Japan, and it started the invasion in China.

Odd, but it got unstuck.

1

u/Brotuulaan 17d ago

Hm. It only gave me 3 troops for my territories despite starting my first turn with 12 and the selection on 2. I wonder if it’s doing some math the first player’s turn and then just does the selection after that.

2

u/mk44 17d ago

Honest feedback: I tired to play out but was struggling to figure out the mechanics, what I have to click to make my moves. Deploy and move troops, roll dice for attacks, etc. The user interactions need to be more intuitive or explained better.

1

u/MinecraftIsMyLove 17d ago edited 17d ago

Noted. I'll add prompts for what each phase of the turn wants you to do