The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: future

Maybe I’m getting better?

After a small feat of accomplishment, (which I’ll tail into after), I’m getting the sense of pride, and well, feeling kind of smart. Maybe I’m just in the zone a bit, maybe I’m a bit more focused. Or, I’m actually learning from my mistakes and my common fuck-ups that I maybe, I actually might get JavaScript.

I basically re-implemented rolling to see who starts in Traders, and honestly, it took a little less than a couple of hours, and I was watching hockey in the process, so my time wasn’t overly productive. So I’m seeing this as a win. I’m also making huge leaps in remembering to throw new things through the log to see what’s going on, makes it a bit easier to track. I’m also working a bit smarter. Rather than trying to do everything at once, I’m doing things in chunks and using lots of comments. I find that if I’m going step to step, and seeing the interaction between player and server, I can easily see how the engine reacts and interprets the information.

Not to mention that my troubleshooting skills have greatly improved, even from a few weeks ago. I can already tell just by seeing an error and being able to pin point exactly what block I should start my search. I can credit this to my constant play testing, I’m running more tests and doing more specific tests to make sure anything new is fairly fail-safe.

I’m going to finish up a few things and clean up some of the debugging jarble and will be considering this as 2.0 release in the near future. I’ll re-visit the new additions to the game in a breakout post when it is released. This will be followed by a new docket list complete with ideas and dreams for a possible 3.0 in the deep future.

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Slave driving…

After a long month on working on the road, I’m finally back home to my own bed. Sure, I make more money working on the road, but I’d much rather be home, near my girlfriend, friends and family. The road gets old quick. But, I did find out I like quadding… a lot. So much as that I’ve held back the urge to search for a reasonably priced quad for the reason I may impulse buy one. I’m not against the idea of spending a couple thousand on one, its more the fact that I’d have to buy a truck and/or trailer to bring this quad around with me. So there’s that dilemma. The other part is that I don’t have a lot of access to good trails and other things to actually use the quad while I’m at home. So, best to put that idea to bed, for now.

So what’s the plan now that I’m home? Work will resume on Canasta, and when I get tired of the tedious testing of it, I’m going to switch to working on tiles for mouse. I’ve been a bit inspired to work on graphics since viewing the screenshot thread over at RPGmaker.net. There are some astounding and bright futures over there working away on games. It really makes me want to join the mix.

As of now, I’m re-working the AI portion of canasta yet again, making it a bit more robust, smoother, and adding more conditions and available actions. Doing so will hopefully dwindle the stalling and some unorthodox ┬áplay. Time will tell. In turn with these changes, I’ve had to rewrite a lot of the internal code that handles the AI which I’m hoping will not require an animation handler change. Fingers crossed.

Anyway, look forward to some new tiles/screens from Mouse, and the eventual release of Canasta.