The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: fix

Familiarization….

Its been just about a day and I’ve been going through the code in canasta, trying to determine what I was I thinking in terms of some code changing. I almost abandoned the new additions I’ve made to the code because I think it was going to be a revert of sorts, but instead, it dawned on me, I’m re doing all of this to ensure the AI doesn’t get stuck in a position it can’t do anything, or the wrong/illegal move for that matter, I’m only partially through fixing and cleaning up, haven’t even got to the testing phase of it. In due time.

I know I should of just released it as 1.0A, then went back and fixed it properly for a 1.0B, or 1.1.

Every time I’ve been opening the editor up I’ve been thinking more and more about Mouse and what I want to do, plans for it, and such, then, after I’m doing with a tidbit I’ve been working on, I shut off my computer and start power up the XBOX, or my phone.

Big mistake.

I started playing GTA again since a bunch of friends also have the game and we’ve delved into the world of GTA online, oh my, now that’s a hoot. I absolutely love the idea of open worlds, do what you want kind of game-play. Then you have heists, robberies, businesses, and a bunch of mini games that can be played and land to explore. It’s my idea of a great game.

I also have a great idea of a game in my head, but unfortunately, that’s where it stands. Well, technically I have two, and the other problem with them is that they are not separate entities. They cross paths with each other so much that it’s nearly one giant game, but it can’t be. It wouldn’t make any sense.

The first, the one I mention most often, Mouse, was originally a two person party turn based combat game with close ties to Chrono Trigger and Final Fantasy. I had a large storyboard made out with characters, backgrounds, maps, ideas, places and most importantly, story.

Cue: computer crash.

Roughly 6-7 years ago my computer failed and couldn’t recover my hard drive. I had an older back-up disc I made that had personal stuff on it, some gaming stuff and some applications that were handy at the time. It also included a rough, old copy of my dream in the making. It was demoralizing, it was really hard trying to motivate myself to continue and try and get back to where I was, which was a solid 4-6 months of good progress. So I stopped.

Anyways, idea number two. A lot of mobile games hinge around a couple of common themes now a days, building an empire of some sort, and PVP (player verses player). My initial thought was you logged into a server (which in a sense be a city), and you’d be at home. Generic place in the city, could of been an apartment, nothing really concrete at this point. But the idea was, you’re unemployed, and you’re broke, and you need to get rent money. So each day a paper shows up with a job opportunities and you get to explore the world to try and get a job and make some money. Then your, ‘life’, or such begins.

Unfortunately, the aforementioned is a huge undertaking, not likely something I’d conquer myself, but I had ideas for a smaller, localized scope, which also tragically gets ties with Mouse, and then shit just spit balls down a large hill full of crazy brainstorming.

So, as I squeamishly work through fixing Canasta, I dream, and think about working on Mouse. Soon.

 

Advertisements

Rolling along…

Since my own little pep-talk, I’ve managed to fix up Canasta to the point where it’s mostly playable. Oh my gosh did I have a bunch of redundancies in the code. I found it really pleasing to see how I’ve gotten so much better at scripting, nice to know I’m headed in the right direction. With that said, I have a couple of interesting bugs to track down before the beta release.

To think I’m on the verge of releasing my second game, I’m still a bit shocked I got the first one off the desktop and on the internet. Finishing Traders was the best thing I could have down for myself, just knowing all the steps in finishing a game, it becomes a bit easier to sit down and actually do it.

I’m thinking I probably have about another week or more before Canasta is ready to launch, but at the very most, I’m thinking a late March release. As of now, a few things will be missing from that release, one of the key items missing will be any sort of assistance, since it’s a fine tooled game that is a bit difficult to understand. My goal for the game in the end is to have it much like Traders in the regard that it will be human on human, as opposed to human on cpu. Time will tell of course.

Off to squash the bugs!