Back in the saddle…
April 18, 2017
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I’ve been a bit of a rock-star the last few days in regards to getting Canasta finished. I’ve nearly got most cases finished in the new AI scheme and it’s looking rather promising. I hit a few snags after the initial implementation, most being a few type errors on my part, and the other half stemming from me not paying attention or simply using the wrong parameters or creating a new undefined variable. For now it seems as though many of the bugs have been flushed out. Now to add a few more cases for the AI not to play so mindless and to fix some ungodly animation errors. Although, it is fun to see cards fly across the screen in one direction, even though they should be flowing in the opposite direction.
I haven’t done any sprite-ing or art of any kind the last few days. I’ve rather taken the approach of more planning and a bit of recon. The best way to develop a style is to study others. Another big obstacle I’ve stumbled upon is resolution. First, with Canasta, it’s been an issue which needs to be remedied. I need to lower the resolution so it fits on more native displays as most displays have gone widescreen. When I first developed the game I made it for a standard 4:3 display, well it doesn’t fit on my laptop. Once I get everything sorted out behind the scenes with AI and the card handling, I’ll be tackling that as definite.
Back with “mouse” though and resolution, it’s become an issue because it’s hard to develop graphics for a game when you don’t really know the resolution. A few pieces of art and my studying is that it’s much prettier if you can go with a larger resolution, and in some cases, easier. So right now I’m trying to find a new medium in terms of that. I’ve already decided to limit myself in terms of color, by selecting a specific palette. (pretty sure it’s an SNES, but I don’t recall for sure). There is a degree of difficulty when the resolution is smaller, you almost get limited in the detail and some things may seem unclear as to what it is, but then you get to the point “when’s enough, enough?”. So that’s where I’m at for the moment. Sooner or later I’ll crack down and whip up the debug room for the game, but for now, full steam ahead on Canasta.