The Tequila Den

Combines the world of Tequila with Games.

Short animation?

I’m not sure if this will work, but I’ll post it anyways.

Sorry for the awful quality…

It’s supposed to be a short animation (GIF) of how things are progressing with my little… technical demo nightmare. Actually, things are progressing quite well as I’ve had time to sort through a bunch of plausible outcomes. I’m continually making all of the actions, key presses, map events totally robust and flexible.

As from the animation, you can see I’ve settled on a old school screen by screen type of game play a la the original Legend of Zelda on the NES. I was always a big fan of the game. Of course I could always limit this to “dungeons” or other areas, it definitely isn’t totally restricted. This is just simply exiting the frame of the camera by stepping on an exit tile.

Just accomplished this morning I’ve managed to load all of the interactions of the map from a single text file. The plan is to now be able to manipulate the map by placing different objects around the world, saving those new events, and then being able to re-load the map, with the updated changes.

This is basically a small todo/tasklist I’ve compiled
– saving current map on exiting the current map/saving the game.
– finding dialogue/stepped dialogue from text files
– NPC movement (random, fixed)
– changing maps
– new game, load game, settings, exit game options when game is started
– save game, save and exit game, exit game menu while in game.

Back to the grind stone…

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Limping along…

It’s been a weird last week, work was… odd. I literally drove more than I worked. Now that’s an odd statement. I was in the truck more than I was out in the field working. Anyways, easy money…

So I’ve been slaving and muddling along with mouse’s systems the last few days and trying to make things as modular and customize-able as possible so that it can be easily manipulated as needed.

Now, as you can see it’s a very vague and basic menu system, but everything in it can be easily changed. The X&Y coordinates can be moved anywhere on the screen, the controls can be altered exceptionally easily. As you can see, the brick (dummy item) is being selected, and there are four options. Now, I’ve given the brick multiple tags and with those tags, options are generated to what the user can do with that item.

Now, I’ve labelled the letter as a special item, so the discard option is not available as it was with the brick.

Now I’ve got to integrate a view other nuances with the controls of the menu and make it a bit smoother and bit more practical. After I’ve explored and filtered out some more menu actions, I’ll move over to NPC interactions, mainly choices, dialogues and depending on if the user is holding certain items, they’ll interact differently and say differing messages.

Lots of the plate this week!

Contemplation…

I’ve been away for work so I haven’t been able to hit the ground running on more technical milestones regarding mouse. Currently I’m re-wiring the message dynamics for the game to be a bit more robust and tailored to the game’s needs.

I’m also at the moment debating on the overall design of the menu system. First, however I must decide all the necessary elements that would be needed, for example, saving & exiting the game are a must. The item section in some iteration is a must (whether it’s a cloud of all available items or more structure (consumables, key items, quest). Once the overall direction of the game is decided, the menu can take shape.

In particular, I’m currently working on picking up items and being able to place them in locations, some locations being strict in what it can accept, to the field, where it can be placed freely.

Sorry, no screenies this time around… soon though.

At first I was excited…

It was a tad bit of shock this afternoon when I fired up the old blog. I checked and to my surprise, I found 12 pending comments to sift through. Usually they are legit because from what I’ve noticed, wordPress does a pretty good job of filtering spam for the most part.

Unfortunately, they went 0 for 12. Good, fun time, spam.

Anyways, purpose of this post was to show you something I haven’t done in at least a couple of years (I’m too lazy to officially check), and that is to show you a terrible screenshot of mouse. Ha.

Anyways, as you can see, this is a test environment and I’m currently re-learning a lot of scripting nuances about the MapEngine as I haven’t toyed with it in a few years. My end goal is to create all of the systems and presumably all the cases of interaction and game play. After I’m able to complete these, the rest of the game can come together and by god, progress can finally be made.

Can you tell I’ve had some free time?

Now, back to polishing and Mouse…

Version 2.0 of Canasta is finally here.

The game will likely get updated again in the near future once I’ve reworked some of the animations/game play.

You can press Enter to pause the game (current animation will finish), then press Escape if you wish to quit or press Enter again to resume play.

I’ve included a brief overview of the rules in rules.txt, should come of some aid for new players, but if you want more detailed instructions on how to play, either contact me here by commenting, or let google be your friend.

A more detailed version of the rules/game play will be coming in the future as well.

Missed a step…

I started rewriting canasta with a bunch of good intentions. The purpose being, clean up the code, improve the AI and remove some redundancies. At first, I did a damn good job, cleaned a few messy parts and streamlined a few things to make it easier to follow and track when/if errors occurred.

I made one crazy mistake, I neglected to improve/fix the animating functions. I knew they were in a bit of chaos beforehand, but now with some more animations added to the mix, more AI options, it’s becoming a disaster per say.

Now I’m at the point where I’m debating to continue “patching/hacking” to improve gameplay, or to completely overhaul the system in general, and cleaning it up even further. I’m first leaning on continuing the course until the game can reach it’s finished state, then in turn, release version 2.0. Then, in due time when I complete the “renovations”, release a 2.1/2.5 version, with only bug fixes and the improved animations.

In the coming days I’m planning on tracking through with Mouse (finally), and basically filling it more with technical demos/systems before I continue with a concrete game/story going forward. There are a few systems I want to incorporate into the game, therefore I figure I should commence in some regards to get the ball rolling and display some of the “goodness”.

In real life news, I’m going to update some things in regards to Star Wars Force and Destiny as the guys and I are going to try and make in a recurring thing, possibly with me stepping down as the DM/GM. I’m also going to outline some of the pros/cons we’ve already come across while playing.

Good games need to stop coming out…

So after being a tied up with the world of Destiny 2, it started getting a tad repetitive and I was started to lose a bit interest, then of course they come out with forsaken. Well, fuck my life.

So I’ve been back in the grind until Red Dead Redemption 2 came out… well shit, there we go again.

Fallout 76…. yea, haven’t even touched it yet…

Farming Simulator 19…. (yea, I fucking play it sometimes, usually when I’m super bored.)

 

Anyway…

I’ve been steady hacking away Canasta 2.0 trying to seep out some odd behavior from the AI which is painstakingly painful. Its been doing some crazy things and sometimes I keep opening a can of worms which leads to another can. And then another. I have however been able to polish the game a bit and add some new animations and cleaned up some of the game. I’m hoping to release 2.0 before the new year, time permitting of course.

Just rolling on…

It’s been four months since I’ve last popped into the lines of WordPress.

I haven’t honestly missed it, but hey, I kept thinking, I should just ramble on for a few minutes, and just do this as a daily task. But I get lazy. I get lazy a lot. So instead, I find other things to do and usually those things consist of hanging out on the couch and either playing video games or powering through a netflix marathon.

It’s truly sad. I should be leaps and bounds more productive. I still have so many envisions of what I want to accomplish, not only to Sphere and game making, but to generally a lot of things. I couldn’t even count on two hands how many “projects” I have on the go. Wednesday I managed to kick myself a little bit in the ass and get a few things accomplished.

Made an ultimatum with myself, told my fat ass to either workout or figure out what I needed to finish the siding in the back. Of course I decided to make a trip to the local Home Hardware, sigh.

Of course the plan going forward is to literally finish all the projects, but the order in which is crazy clouded. Recently today I’m a stand still with the back siding so fired up Canasta and began work on Version 2. So far I’m just going through the code and cleaning up what I can and investigating any issues I’ve had with version one. I’m fairly confident in the current frame work of the game so the plan going forward is to clean up the AI as much as possible and make them respect wild cards more than they currently do. After that is complete I plan to focus on adding more customization options with more card backs, altering fonts, animation speeds and key manipulation. As usual, just a lot of general house keeping with regards to helpful hints, help texts and the like. More polish essentially, as most of my games lack that.

I’m guessing online play similar to Traders won’t be present in Canasta until version 3, whenever you’d like to take a guess when that would surface.

The plan has been and will tend to always be, is to focus on making Mouse a reality.

The woes of life…

Its funny sometimes when you literally just become blank to the world. Just totally daydream and just miss things. I kind of known, but definitely forgot about the Star Wars series I’ve been reading by Chuck Wendig, well apparently it’s a three part series and I remember about 1/2 a year ago I went ahead and picked up one of the books, not currently realizing that it is part of a set. I left it on the back burner for sometime simply because I’m not much of an avid reader and I was already in the midst of reading Thrawn.

The power had just gone out and after fetching a couple of battery lights to illuminate the living room I decided to dive back in the book. For whatever reason I flipped to the last couple of pages and recalled seeing the series of books. And by my collection of luck, of course I’m reading book 2 of 3. Perfect. So I neglected it and kept reading on.

I dropped the book after that night and decided the next time we’re on a trip out of the city to a larger one that I could find the remaining two books, I’ll snatch them up and attempt to read them in order. That day finally came on Sunday. Now, I’m trying to make time to read at least a couple of chapters every day or two, and currently, I’m one for one. I’m pretty damn awesome. From what I’ve read so far, its nice to actually get some introductions to some of the characters that I’ve already read about. Fascinating stuff.

Scratch off Concrete laborer to the list of jobs I wish not to hold. I was helping out a friend the other day and it was hot, the shit was heavy and it was just a pain in the ass. Although I’ve been told that it was a bad day and wheel barrow-ing is the worst/hardest way to do it. Understandably, of course.

My back hurts, my fingers have some really nice callouses now and I got sun burnt. All around, it was a terrible experience.

Mining for gold…

No, this post isn’t about picking my own nose, although, it has happened in the past, it’s not the point and it isn’t this post. After being incredibly lazy the last few days and scouring the internet, mainly facebook and pinterest, a few items keep popping up on my feed.

Pokemon cards.

Odd yes, considering I haven’t searched online for anything of the sort, but for some reason “Charmeleon” keeps showing up and putting up a scary price tag, $5000US. Which is crazy I might add. So today, I spent the majority of my day trying to figure out what makes it so special, although I’ve come to the conclusion that I don’t have the right card, I had to dig some more, naturally of course. I watched a couple of YouTube videos to spot the differences between the good ones and the regular ones, to my demise, I don’t have the right ones, although I have some that aren’t listed in the rare, could be of some value, but I stopped searching soon after.

I started thinking back to the time where I moved away from the city and needed to downsize my possessions and one of the casualties was my card collections. You see, back in the day, mainly middle-school, late elementary, I used to play a lot of CCGs, (you may notice the CCG [Collectible Card Game] tab on top), mainly playing Overpower, Magic, Star Wars (surprise!), and finally, Pokemon. Point being, I decided (at the time), to simply toss what I believed to be common cards away, or ones I found, not worthy or useless. I believe now I might have thrown a couple thousand dollars away now, oops.

Anyways…

I’ve been periodically opening text documents and jotting down thoughts and ideas for a game, I’m trying to find a particular motivation to kick my ass in gear and start scripting again. Problem is, I tend to lack planning out a project and guide it to success. The only reason Canasta and Traders got released is that a board game is already planned out, it has set rules, graphics and game play, so it’s rather easy to proceed.

So once more I’m sitting here with a semi-blank screen with only a hand full of text to be shown. Unfortunately most of the ideas put down are of my inspirations, mainly Destiny & Star Wars. Then, the rest of it is mainly information such as debating puzzles versus dungeons, levels and experiences, sandbox and plat-former.

Basically what I want to make is a open world Star Wars game that is similar to style Destiny portrays but obviously with some differences, mainly my debate being single player versus multiplayer. This decision is huge as it alters and hinges so many other decisions in terms of making the game.

Oh dilemmas.