The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: gratification

Eye Candy…

I think I got rid of a little bug. I got ideas of how to completely eradicate it but I would rather not build a bunch of states for each possible move the AI can make, instead I prefer my hierarchy tree instead. I just want to have the computer make the best possible move as opposed to a if it works, it works kind of thing. I’ll see though. I may end up revisiting this in the future to make a more dynamic, more random and unpredictable  opponent. But for now, I want that bastard perfect.

screenshot 2013.04.09

Just a little screenshot showing some gameplay. Basically everything currently works. The only real to do is smoothing out some of the animations for the opposing team. As of now, they still use the “right side up” card to blend through the animations, instead I want to switch to the cards that are shifted 90 degrees. The reason being is that when (if) you see the animations they look goofy and out of place (but work!). But before then, I plan on working on the getting the computer to go into their second hand (called the Foot) and eventually go out and end the hand. Lastly after that big task is the continuation of the game, re-shuffling, point scoring and starting all of it over). Although, all that functionality is already done, it just needs to be initialized. I’m getting excited. This project is nearly the completion!



I’ve updated the pages for Catan and Mouse, I added the screenshots I’ve uploaded to the website, I’ll search a few locations to see what else I have lying around on my hard drive. Not guaranteeing much, but I’ll see.

I’ve putz’ed around on Catan the last few days, more or less just checking things out, trying to find motivation.  I did however throw in Diablo 3 and beat up the second act. Now on to the third, I really need to find time playing this game. I’ll have to beat it before Diablo 4 comes out. Yikes.


I’ve made a little bit of head-way the last week or so, I’ve managed to tie in all of the development cards uses. Everything there works now, soldiers, victory points, monopolies, road building and year of plenty’s. Next on the list is tying them into the client’s version of the game which will be rather painless.

The next step will be wrapping up the trading menu, which I’ve been leaving until now, I’ve just haven’t had the heart/time/motivation to really tackle it at this point. It’s a lot of moving little menus around plugging a lot of redundant code to handle all the possible buttons. I’m sure I can smooth it all out by the weekend.

Once that’s all cleaned up and working properly, I can move along to a few other things, I think I’ll slide into the idea of claiming victory (which shouldn’t be difficult at all), adding in the dreadful (it’s going to hurt my head, I know it already) longest road card, as well as the largest army (which is simple). Once I have those finito, the game will be relatively complete, sans ports and the second robber, which I plan on leaving until last anyway.

Peace out homies.

No Fools In This…

I’ve been cross-inheriting the features from the server version to the player version of the game. I’ve been able to squeeze almost everything to both versions where they’re nearly identical. I’m still missing player’s playing development cards. I’ve found/fixed a ton of bugs with both iterations.

I’ll be working on completely the other half of the trading menu that I showed on the weekend. This will essentially be the reply window where you can feed in your demand/offer and direct your notion to the other player’s trade. After this I’ll be finishing the rest of the development card functionality, missing is year of plenty, monopolies and road building.


Slaving in the Hive…

I’ve been a little busy bee as of late. I’ve done a lot of work lately on Catan and I’m really starting to see the fruits of my labor. But then, I decided to write a little more detailed ‘to-do’ list and then I started to see all the things I’ve yet to do.

Instead though, I’m going to plow through what you can now do with the Server/Client interaction. As expressed before you can place roads, settlements and cities provided you have the resources, but now I re-fined that and now you have to actually have the pieces to place them. I also double checked to make sure you were able to make a legal move with that piece, so you won’t be stuck in hiatus trying to place something you have nowhere to place. I plan on adding an escape key/button to allow you change your mind.

With cities and settlements come victory points. Now you’re able to see how many points your opponents have and updated as soon as it happens, “([points]) Player_Name” fashion. I’ve also started working on using the development cards, currently you can play a soldier card to invoke the robber and steal resources from your opponents, if there is more than one opponent connected to that resource, you can choose who you rob. This also applies to playing the robber when a “7” is rolled. I’ve also put the cap in when you have an excess of 7 cards in your hand you must discard half of your hand, this is finished. It will also wait to make sure all players have discarded their cards before you’re able to place the robber.

You can now play victory points as well. I’ve sectioned off a part to show your table cards, this will display any soldiers or victory points you’ve played, as soon will show if you have the longest road and/or the largest army.

The neatest thing I’ve added in is a debug console for the server, so I can check variables, run functions and keep an internal log of what’s going on, rather than clogging a print function.

The plan is to make little versions of the soldiers/victory point cards for the other players’ display, Then I’m going to work on trading and fiddle with that as that will be a bit of an undertaking. I’m also going to work at the other player’s display a bit, I want to add in all players and have a way of seeing who’s turn it is a bit easier. I have a ton of notifications to do yet, but I’m slowly kicking stuff off the to-do list.

I fixed a bunch of minor bugs as well, mainly a few minor oversights that would of been caught eventually, but sooner the better. Good news though, I’m fairly certain I squashed the server re-rolling bug that I’ve been having. Should be finally OK now.

No new images, I was too lazy to take one, maybe next time.

Accomplished the Impossible…

So, Moral victory number one… I got my Legend card in NHL10.

Stupid crazy eh? I went home after work today with two determinations… do the dishes, or get the internet fixed. The main plan was to play one game of hockey, realize my internet is still fubared and then phone up Shaw and give them a wonderful piece of my mind. Instead, my internet seemed fine at the beginning with a couple of lapses which was expected with a 12-man game. So I finished with decent stats and rushed to check my performance tracker, still held up at a B+. So I plopped myself into another game, 3 on 4. Me and another guy were playing defense and had a human goalie, and the other team had an array of guys with a human goalie as well, so big deal. We jumped out early with a 1-0 lead. Anyways, after the game I was astonished to find that I was straight A+’s. A little baffled I decided to check out the hockey shop first and check to see if the Tough Guy boost pack was unlocked since that’s one of the things you get once you unlock your legend card. Hmmm.. nothing, needless to say I was a little bummed out, but decided to check out my performance tracker anyways.

There it was… all shiny and gold like. I finally did it. And all I wanted to do is phone up my buddies and spread the word, but then I realized that it would be 3am there and decided against it. The only draw back after I threw my points away and finished up a celebratory game is that …. hmmm… now what?

Now that my dishes are piling up and the night winding down a few things become immanent, its late in the day and more things to do in the morning. Yippy, off to bed I go so I can actually get some things done tomorrow.