The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: ideas

A new day…

Kind of redundant, because everyday is a new day, but today feels a bit different. I feel a bit more motivated today but I also anchored with a bit more defeat. I have a strong urge to accomplish a few things but lack the will to start them. It’s an odd sensation. The past ten months have been a complete and utter challenge mentally and with the recent passing of four months of unemployment, you start to question your own abilities. Everything really compounds exponentially and quite easily I might add.

What’s on tap?

I haven’t touched Mouse or its imaginary counterpart in a long time. The biggest obstacle in the game is simply the art (update on this near the end of this post).¬†A believe I released Canasta a bit prematurely, without the polish I had desired, this will eventually be corrected in due time, but for now, it’s on the back-burner indefinitely. Traders was released over two years ago… (wait, what??!?!?). I didn’t realize it was that long ago. A plan is in the works to work on a 1.5/2,0 release in the near(ish) future.

Currently I’m scripting and planing an adventure in our IRL Star Wars RP campaign that we had started a couple weeks ago. Currently I have a page splashed with ideas and minor things that I’ve come up. Now I’m just deciding what main adversary they will encounter over the next while and ideas where they can find some of their Jedi training. So many possibilities.

As with being off work for the past four months, I’ve found a spare tire. Unfortunately, that spare tire is attached to my mid-section and its could currently replace a small trailer’s tire in case of a blow out on the highway. So, it’s time to nix this before it becomes a replacement for a tractor tire, the bigger rear ones, not the smaller steering wheels. Anyways, I’ve embarked on a 28 (not sure why 28, seems like an odd (err… ) number) days planking challenge, which seems simple enough, but it only takes a few minutes out of the day to do so. Which brings me to my next challenge…

Hour a day. Yea, I know I’ve attempted something similar in the past, but hey, how are you going to get any better without a hair bit of failure? So, off I go again. I’m not sure if I’m going to blog about it every day, but if I’m home all day anyways, I might as well be a bit productive.

I still can’t believe it’s been 2 years since I released Traders… Fack.

Daydreaming…

I spend a lot of time starring at the computer screen with the editor open and just sitting there with a blank face. I tend to occupy that time with Netflix on in the background. More often than not, I find myself paying more attention to the movie or the show that’s on than the screen two inches in front of my face.

I remember roughly eight years ago I couldn’t wait to get off work to come home, fire up a movie and hit up the editor and I just recall going to town. The motivation was uncanny. I didn’t have to sit and ponder up/make a decision in regards to the game, I just did it. Where’d that go?

I also remember one of the true passions behind Traders. It started out because of Asobrain locking up its doors and the lack of means to play Catan regularly. It was a perfect project. There was no planning needed. I knew what to do, what had to be done and how it all worked. I learnt a lot from that project. I learned the in’s and out’s of Sphere’s networking capabilities and I further immersed myself in Javascript as a whole. I’m proud I finished it. I really should step aside and conquer Canasta. but the desire for that is simply not there.

I have so many dreams for Mouse. I catch myself daydreaming about how I view the game in what could be its glory. I can recall the intro and the start of the game before the player has control then it muffles. My vision gets clouded.

Umm… plan? Yea, I’ve got one… kind of.

Right now, my thoughts are this. I’m going to make my hybrid of the two ideas I’ve been fighting with this past while. I’m going to make a “generic” type game that excludes Mouse’s key story/game-play thoughts that make that unique.

“Wait, that doesn’t make sense.”

Here’s my reasoning. I’m going to make this game as much as I can, with the spare/scrap ideas I’ve had before, and with that hope I can concrete the main points/game-play for mouse by this sort of, trial & error. Who knows, sometimes this is how beauty is found. We’ll see.

It’s a divorce… well, you know what I mean…

So I made something today, after pondering a bunch of ideas in my head today. A good hour of work setting everything up and a little debugging.

screenshot 2015.07.31 21.28.45.0600

Dynamic stars. Totally random stars on the screen, currently the don’t move, just static. But as of now, I have a few great ideas of how to transition them once movement commences.

So you’re probably thinking this is going to be some sort of space-shooter, well, no, it’s not. This is simply a small taste of what the game is about to be. I’m excited to show you more, hopefully sooner than later!

Crisis Adverted….

I had a bit of a panic attack the last few weeks. I’ve been working on Canasta, implementing the AI, thinking I’ve had the first set of logic completed, ran the test and then I saw a nasty error message.

“Out of Memory”

Fuck me.

I left the project for a couple weeks. I was pretty frustrated. I kept running the code through my mind trying to find the problem and figure out what was causing the leak. Then BOOM! I found it. I use an animate handler that was getting overflowed with information. So in turn I created a animate Query handler to hold the next animate object before it needs to be processed. Thus cutting all the information required to be held at any given time to nearly nothing.

I’ve worked out the kinks the last couple days and now I’m good to hit the next step in the AI, hand control and going into their foot. Bring on the logical nightmares!

In other bloated news, I’ve been slowly documenting odd ideas and pieces of information for Mouse, but in all honesty, I’m not sure where to start. I have this great big vast idea for this game, but not sure how to present it. I have two main¬†dilemmas, first being the perspective, I can’t decide if it going to be a side scroller (think Zelda 2 and Castle Crashers), or do I want to do a more traditional style (Zelda LTTP, FF series). The second dilemma, enemies and user drive. In one way I want to have a world of puzzles and misconception, then in the opposite direction, I want the world to play out like Diablo/Guild Wars type of world. The best, ultimately, would be a good mix of both ideas.