The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: challenge

Is winter actually over?

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.

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Just making progress… progress like a snail!

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…

ping

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!