The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: games

Re-tooling…

I’ve taken a bit of time off from game making in general, but more particularly Mouse. I’ve exhausted many options to speed up/mitigate a change to how to progress Mouse beyond its current state. I’m tempted to use temporary (read possibly permanent/edited) tiles to basically be place holders of the finished product. This would in term be a lot easier to continue script the game and further the mechanics of the game. I’m undecided.

So I did something stupid…

I started Traders 3… I really don’t know why to be honest. Instead of patching the game and simply adding a few things that I’ve wanted to add in the past, I’ve cracked it open and started from scratch. Well, not completely from scratch, I’m re-using as much as I possibly can, but I’ve started to structure the game a lot better and group a lot of items that should of been together in the first place and never made it there.

The main goals is to add cities and knights to the game and to make the rules of the game interchangeable with one another. I just think it’d be a fun experiment to be able to mix and match and explore what Catan all has to offer. Next is to add a second robber to the mix along with the pirate robber that rules the sea.

Finally the biggest challenge is going to be the bot.

Another big plan for the game is to encompass a real lobby, where all the players can join/chat with one another and then separate into individual games. But, depending on how everything progresses, this may be left off yet again.

One day…

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Start talking tough guy…

Anyone require a shoe?

After some messing around and attempting to figure out a good template/system for handling dialogue and all of it’s limitless possibilities, I think I’ve come up with a decent solution to the issue. None of the dialogue is currently hard coded into the game. Each entity/NPC (basically anything that can talk), will have its own unique save file with all their dialogue printed into it. Each text block has a few special qualities attached to it besides just the text. They ca have a remove tag, which takes something (if the user has), they could have a choice tag, which requires the user to pick a choice, or it could have a lock tag at the end where the character shuts up after the last dialogue.

There are still quite a few options I want to incorporate into this system, first being having a detector for some people to react differently to what item is equipped, speech might change when the user has a specific special/normal item in their inventory, have the NPC move/disappear after some dialogue/item/etc. Multiple speech paths at the same time.

So many options to come!

I worked a ton on saving/loading on the weekend, now everything tends to be in order. I now save more of the user information, where they are in the map, the camera shifts/positions and the user’s inventory. There’s also now a rough main screen that allows the user to choose a new game, or load a game (if there are saves). The controls for these menus have also been re-vamped, I switched the menu screen and the save screen keys with each other for a better feel. Of course though, eventually, these keys will be able to be altered by the user at their discretion. The functionality is already there, just not the practical part of it, it’s on the docket.

I’m going to continue messing around with the dialogue and attempt to clear up most of the needed possibilities that I’ll require. Then I’ll probably shift back to the in game menu to further clean that up. After that I’m planning on adding more map interactions and eventually leading to…. tiles!

(25/1080)

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.

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.

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.

Jedi live on…

I hustled out of the house on my day off to snap up a copy of this great title. As most of you know, I’m a huge Star Wars fan, and this is definitely one of my favorites in the series. They’re the only DVDs (Blu-ray), that I buy now a days, and I definitely get my use out of them.

I put it on this afternoon as soon as I could get the cellophane off the cover. It definitely didn’t give me the chills of a new Star Wars movie like it did in the theater, although, I was pre-occupied with Sphere (yes, I had it open, and I was working!).  I still thoroughly enjoyed it, as per usual.

My only beef with the movie is that it doesn’t answer any questions about anything, except to add more speculation about Rey’s parents and who the hell is Snoke. Maybe episode nine… (insert eye rolling smiley here).

….

I’ve spent the better part of the last few days re-factoring and modifying Traders to make the code a little more versatile in terms of structure and being able to move things freely and a lot easier.. ly? Ha. After I’ve gone through this mess I have a couple of mini-projects to complete with it. First I’m going to add in a few more maps to the system, I’ve already test ran the MapMaker again and added in a new one, fixed a few things, after adding more maps though, I’m going to officially add boats to the game (framework basically there, just need some testing), then gold mines will be brought (fully) into the fold.

So here’s my itinerary:
– Finish re-factoring
– Add more maps (~5)
– Boats
– Gold Mines
– Rolling to see who starts (axed it before 1.0, made it simply random to see who goes first)
–  Bank trade reworking (multiple demands/offers, smarter trades)
– Hot keys/short cuts
– Better number placements (avoid 6’s & 8’s near each other, and like numbers beside each other)

Features on the docket:
– Barbarian attack (Cities & Knights)
– discover-able land & Gain resource
– Cities & Knights play mode
– Columbus Point (Seafarers)
– Fixing numbers (MapMaker)
– Bots (AI)
– Real lobby

So that’s where I’m at with Sphere, currently I don’t have any plans to continue with Mouse or Canasta at this time, but they are not thrown away as of now, I just don’t have the time to continue all the projects I’ve started.

That was a late one…

The boys and I probably hung out a little bit too late last night and it was all thanks to Star Wars. Force and Destiny to be exact. Overall, after we concluded, it was fairly well received between all of us, but we hit some snags along the way.

The first few issues came from character creation. So right off the bat, we got confused and the books really don’t aid you too well in terms of how to actually set up a character properly. A lot of the steps are unclear and somethings are a bit convoluted. We had a hell of a time figuring out what skills the players got for free and the cost of said skill in experience. Nothing was really clear in that regard. We also didn’t fully realize the potential of characteristics either, which set off a mis-match disaster in terms of playing, when we finally got there.

Now, what I thought was going to be the biggest disaster of everything, actually turned out not too bad…. the dice.

After educating the players in what means what, what cancels what, and what each die represents, after a few instances it was actually pretty easy. Although we fucked up bad at the beginning, we mis-read a bunch of rules involving checks/initiatives so the players were actually quite under-powered so they ended up failing a lot of simple checks, always putting them behind the 8-ball in most situations.

Then I forgot all about destiny points.

Then I forgot about the force/conflict/morality.

It was a shit-show.

The next real pain in the ass, although still very much clouded in terms of clarification, are the range bands. I understand the idea, but it some regards its a bit confusing and most of the time, we didn’t feel the need to really move back and forth as for the most part it was a bit of shoot-out. I do, however, believe a lot of this issue was my own, I should of tried to flee a bit more.

After getting proper initiative checks down, we finally had the right order but combat felt a bit… clunky. Weapon use didn’t make a whole bunch of sense in some regards. The players didn’t have any skills in the particular weapons they had purchased and in the books its quite unclear what stats you’re supposed to be using when firing the weapon, then there’s the issue of critical hits, enemies having too high of a soak value for the party, alas… again, this being my issue as I didn’t read a bunch of information as to how it all goes down.

*sigh*

More reading I’ll have to do…

The biggest thing that bites my balls is the lack of information/direction in the supplied adventure. I’m glad it gave me some checks to do for certain things but there wasn’t much in terms of resolution, success/fail. I think I would have been easier off wing-ing it.

I thought about getting more campaigns/adventures, but I think I’d be better off doing it through my own ideas/eyes.

As a group we’ve decided that I would be better off just doing something I’ve prepared as opposed to a dedicated resource.

But, first and fore-most, I need to get a lot of things clearer, easier to understand for a much, much better experience.

Learning to read…

The last couple of weeks I’ve been spending a lot of my time reading. I don’t normally read a lot of books so this should come as a big surprise to a lot of people. The reason I’ve started doing this reading fiasco is because of this…

I’ve recently purchased a few items to get a group together to get this game going. I’m not going to lie though, its been a huge pain in the ass sourcing a lot of it. I ordered the Core rulebook as well as the Force and Destiny core through amazon.ca to good success. I later got the GM screen from there as well. The biggest issue is trying to get the dice. I ordered one set off of miniature market (which has yet to arrive) and after doing a bunch of reading I’ve heard its much more convenient to use three full sets, so I decided to find some more with the only place to find them is by going to Barnes & Noble. Unfortunately in my town there isn’t a game shop I can just swing by and snatch up a set or two. So now we’ve been delaying our group waiting for these dice to pop up. I’m debating to just use the iPhone app, but it’s just not as much fun than rolling dice. I really disappointed that this isn’t a d20 system. I’m debating on making it one just because that’s what we like.

Frustrating.

…..

I’m still in the process of  planning the new game, but honestly haven’t done a whole lot in those regards. Just haven’t found my drive for it just yet. It doesn’t help I’ve been spending a bit of time outside in the sunshine either cleaning up the yard or improving my golf game. Summer can be a busy month for myself so I tend to limit a bit of screen time. It’s coming, one day it is.

Making up for shortcomings…

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.

Dug out the ole tablet…

I found my old drawing tablet whilst I was cleaning up some messes the other day, it was nice to see that now a days, it’s a quick simple plug & play. That was hopeful because I remember seeing the disc that came with it, but I no longer remember that location to date, I’m sure that’ll pop up eventually. Any who, I’ve hit a desire snag working on Canasta, I just can’t get into it. The biggest problem is that it’s a string of code I remember doing multiple times, and it’s tedious as fuck. I’m currently developing a much simpler, cleaner & clearer way of doing the AI card selections, but I’ve slapped that to the back burner for now.

You may (or not) have noticed a new tab presented on the site, ‘articles’. I tend to, in the future (ha… isn’t that a theme in itself), place random, interesting, and mainly my gear grinding thoughts/topics into. I’ve wanted a space in which I can write articles that not necessarily have anything to do with the topics of this blog (could very well be in left field), and instead of creating a new site, I figure I would just tab them off in a ‘separate’ folder per say.

So, no news on Canasta and I haven’t written an article yet, traders didn’t get an update, and CCG page is… dusty. So what have I been doing?

Mouse, actually. I’ve laid a lot of bare bones in the framework of the game, unfortunately, not a lot graphically has been accomplished which makes it nearly impossible to show anything at all. Although I’ve re-created nearly everything in the screenshots that are already provided in that tab. Right now though I’m at a crossroads of sorts. I’m trying to nail down a definitive graphics style. I want to try and be as consistent as possible. My first iteration was to basically make a mere zelda clone, graphics and play style. I’ve been following Elias Daler (blog) on twitter and through a SMFL forum post. He made a excellent post a while back about how unrealistic zelda’s view point really is, it simply doesn’t make any sense, the walls (and most terrain) represent a bird’s eye view and the rest is 3/4 perspective. I understand why they did it that way, but trying it for yourself doesn’t yield favorable results. So I’m going to a more true 3/4 view. I’m just fiddling with ways to show doors in a hallway north & south. Interesting.

Hopefully some screens to follow.

I’m really trying to make this a habit to post. It’s hard to lie about progress!