asciiplanes: Akin to Battleship, but with a few issues

I have a game to show next, if I can call it that. asciiplanes is arguably a variation on the venerable Battleship game family, with a few small changes.

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As you can probably see, the game works by “firing” into the grid, which reports back either a hit or a miss. Fire out the patterns of all the planes in the grid, and the game ends.

If I don’t sound too enthused about asciiplanes, it’s probably because I feel the game needs a little work.

For one thing, you might guess from the general layout and arrangement that asciiplanes is intended for … well, a strict ASCII environment. The name alone might suggest that, as well as the hyphen-and-pipe line drawing arrangement. And by default, asciiplanes fits neatly into an 80×25 terminal, scrolling just enough to vaguely hint at an “animated” game screen.

The problem is that asciiplanes uses special characters for successful guesses, which look like small ornate asterisks in a terminal emulator, but show up as nondescript blocks in a default virtual console. Rather defeats the purpose.

I have other complaints. The game options allow for a grid so small that asciiplanes can’t calculate where to place the targets. This means asciiplanes will hang if you give it a grid less than six squares on a side, but more than one plane.

In a larger sense, success is only determined by the number of shots and the time it takes to play through. There’s no consequence for a missed shot, as there is in the traditional Battleship rule set. Missing a shot in bs, for example, exposes you to your opponent’s volley.

This means asciiplanes just becomes a race to type through the grid as quickly as possible — a1, a2, a3 … — with the worst score being the square of the size of the grid and your worst typing speed. Short of playing asciiplanes while wearing a pair of gardening gloves, it just doesn’t hold that much challenge.

Oh, and there’s no color. Which always makes me sad.😦

I give asciiplanes mediocre marks for being functional, but without much depth. I can see where it might have its roots in a programming experiment or a classroom assignment, but it will need quite a bit more work — and perhaps a little more thought — to really stand as a “game.”