Robotics Education & Competition Foundation
Inspiring students, one robot at a time.



Entry ID #: 1596
Created: Wed, Jan 7, 2015 1:07 AM

The fast and innovative use of hooks implemented in a breaking game of "HOOKED". Different levels arise from the ground for each player to place the various shapes (i.e. tetrahedrons, etc). The trickster in each player will be brought out with the placing of special items that may trap others. Trapping! Something that has never been used in VEX history! The time of witty manipulation has arrived in this upcoming game and much more.


-describes aspects of "HOOKED'

Links / Videos


   TOSS_BOSSES on 01/18/2015

This game design looks like it would be very interesting to play with several different ways to score depending on each robot’s ability, and a lot of opportunities for robots to interact with each other via descoring etc. The animation itself, however, makes the game design look a lot more confusing than it actually is, especially at the end where the robots are moving and the speech bubbles are overlapping one another and it’s difficult to tell what is going on. The main reason for this, in my opinion is that at the start of the animation, too much emphasis is put on the voiceover describing what should be happening in the animation, rather than the video showing what is happening, so if you animate the game a lot more it should become clearer to people watching and it looks better. Finally, I like the usage of the hand-drawn field as it sometimes shows subtle elements of the design that are difficult to show in CAD, but I would recommend either making the drawings a bit simpler and clearer (just quickly increasing the contrast can help a lot) or start to use 3D design software such as Maya, Blender or 3DS Max to represent your ideas more realistically. Good Luck!