April 28, 2017
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I’ve spent the better part of the last couple of weeks going crazy over Canasta. It seems today it has finally paid off. I’m glad to announce that it right near reaching that elusive 1.0. It was a mighty struggle over the last few days in getting the AI to act properly under certain conditions, but after some constructive bug hunting, many of those have subsided. It was surprising to have the AI beat me, even when I could see their hands. I’ll have to dust off some strategies so that doesn’t happen again.
So, what’s missing before the 1.0 release? Well, there’s still a few things I’d like to clean up before I release it to the world (all… 3 of you that might see this,) I want to polish some of the animations I’m currently doing and adding a few tool tips in regards to game-play. It’s bad when you, as the script-er, forget some of the controls and necessary keys to actually play the game. I will also have to write some sort of ‘rules’ document to accompany the game as its not a completely common game to most. I was toying with the idea to have a bit of a sample hand, but I think that’ll be a 2.0 experience.
After the release of Canasta coming soon I can focus my energy on a game that’s been cooking up in my head this past while that just recently started hitting paper. I began thinking that one of my major pitfalls of getting ‘mouse’ or what should starting calling ‘rat’, is the lack of planning. It terms of canasta & traders I’ve actually planned a lot of the games’ GUI, functions and features on paper/word doc. I need to start doing this for ‘rat’ more extensively.
At roughly three o’clock this morning, when I had a bit of trouble sleeping, I opened up notes on my iPhone and started jotting down the ideas and story that I’ve concocted in my brain. Currently I was struggling with how to tie certain ideas together to make it all work. The biggest struggle for sure has been debating between sand-boxing and a more linear story line. As of now, it’ll be a mix of both, with more of a loose story and more of a sandbox given the universe it is loosely (or tightly [undecided]) based in.
But for now, Canasta is going to make the jump to 1.0. Stay tuned.
April 18, 2016
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Scary to think that winter might actually be over here in Saskatchewan, at least in my neck of the woods. I really hope we’re done with the frosty snow because that means golf season ramps up and camping season is just around the corner. I’m excited to sit on the deck and have a few drinks with friends. I’m also excited to get some summer projects done as well. Crossing my fingers.
In other news, mainly Canasta news, I was planning on releasing the game sometime this week, but in terms of testing and how I want to present the game, it just simply isn’t ready yet. I’m very happy with the direction I’m going, I’m just not overly satisfied with the AI at the moment. I enjoy it, it is a challenge but I think they can be better and there is some behaviours I’d like corrected to make them a bit smarter with their game play. I’ve also managed to weed out a few bugs with my testing, so far (fingers crossed) I haven’t had any debilitating crashes, just some odd occurrences that I do believe I’ve conquered.
As of now, the plan is to release it the end of the month, so stay tuned card fans.
September 22, 2014
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I didn’t really put my new project on hold (the CCG if you missed late last week’s post), I just got a bit of wrist cramp. It’s a pain in the butt making dummy cards for testing. I’ve only made … about 15-20 cards, and realistically I need to make about 120-125 cards just to test. Then, as I’m testing I may need to modify nearly all of them. Which is a hinder. I’m currently toying with the idea in creating a small (rather large actually) program to handle testing. It’d be a hybrid from Canasta’s code, but simply with no AI. Just wondering if it’d be more hassle than it’d be worth. But, I love challenges as such, especially with something I’m passionate about.
Anyway, I made progress on Traders. Yeah! Nothing stupid crazy (or really all that useful?), but I forgot what I was working on before, which I remembered after I started what I finished. Blah… I created this…
It’s a latency bar! Which ironically looks like a cell phone connection ladder. The main thing is that it works. Eventually I’ll be adding in disconnections, lagging out that sort of thing, but at least you’ll be able to compare your connection to the server as well as your opponents’ connection to the server. It’ll be particularly more useful if I end up building a basic game lobby where all users connect to before branching off to their individual games. Although it is not currently in the plans as of yet and won’t be looked at until after initial release.
Right now, I’m concentrating on player profiles and connectivity. From what I’ve currently tested, everything works and you can essentially play the game. I still need to add in game options in the lobby, mainly ‘No robbing on 2pts’ and how many vp’s are needed to win the game. Both are really easy to implement, so maybe I’ll tackle both of those tonight before bed? Or maybe I’ll play NHL, or Diablo III or start constructing CCG on Sphere…. hmmm, the possibilities!