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Assassin Hexgrid

A hex-grid mechanic webapp for MIT Assassins' Guild ten-day games.

Originally written by Jim Waldrop for the game Final Fantasy: Yielding Stone (Spring 2008), it served as the "archives" in that game -- a set of books linking to one another.

The code was then heavily modified by Christian Ternus to act as a "black market" for the game Thebes (IAP 2009). In this game, the nodes were individual merchants introducing the player to one another.

Additions I made to the code include, but are not limited to:

  • A log of actions taken

  • The ability to plant spies on a node, which will reveal surrounding activity

  • The corresponding ability to disguise oneself, with the appropriate ability card, of course

  • Money tracking in the interface

  • "Passwords" -- merchants can respond to certain words in customizable ways, enabling "market trails"

  • Automatically generated hex-grid maps of the market, customized per-player

  • Rumors, and the ability to squelch them

  • The ability to kill merchants

As of now (December 2012) the code has not been touched in nearly four years. It will likely need considerable work for your game.

The code uses TurboGears to run, as well as Python imaging libraries (I think) to generate the dynamic hexgrid maps.

If you're looking to dive in, a good place to start would be archives/model.py, then archives/controller.py.

THIS CODE COMES WITH NO WARRANTY OR PROMISE OF FUNCTIONALITY WHATSOEVER. IT IS ALMOST CERTAINLY INSECURE. IT MAY BREAK ON DAY EIGHT, REVEAL SECRETS TO YOUR PLAYERS, COMPROMISE YOUR SERVER, AND KICK YOUR PUPPY. NEITHER THE AUTHORS NOR THE MIT ASSASSINS' GUILD ASSUME ANY LIABILITY WHATSOEVER FOR ANYTHING YOU DO WITH THIS CODE.

Enjoy!

-ternus 12/12

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Hex-grid based webapp for Assassins' Guild games

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