The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: numbers

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.


Random dispersal.

I finally had a bit of time to get around to fixing a couple of mistakes and errors when dispersing the tiles and numbers. At first thought it appeared to be correct, until I loaded maps of differing sizes. The problem then lied in with incorrect variable use (which really melded down to poor coding in which I like to blame lack of sleep). Any who, it’s all cleaned up and works with any map that can be loaded now.

You’ll notice a small error with the following screenshots. The deserts are not supposed to have numbers assinged to them. This has already been fixed. Please disregard. 
screenshot 2014.12.02
screenshot 2014.12.02

For now, I’m going to leave mapMaker alone and re-focus on getting the game back to the finished state that it was. That means testing. A lot of testing. After it all runs smooth and such again, I’m going to go back to the server portion and give it a bunch of ready-made buttons to alter a bunch of settings, phases, and points and what not. I’m trying to keep up with updates regularly but there are sometimes where I can’t really blog just about ramble.

Actually I can. I have. And I will again.

Quick update before the weekend

I re-worked a lot of the numbering code the last couple of nights because I felt like it wasn’t … for a lack of better terms… being nice. It seemed to default on simply adding more 2’s and 12’s. I revised it once then and first made it so the supply was balanced, then randomized the remaining pieces left over .

It seemed okay, but then I looked a bit deeper and noticed that the actual set gives you a certain amount of each number. So, back to the board. I properly dispersed the numbers again, and now its … pretty, again.

screenshot 2014.11.28

So now, it’s just converting the random hexes to actual hexes. From there the game can resume normally to what I already have. Then all I have to do is handle winning and stats. Boom.

Just a brief update.

I’m just making this update quickly over my lunch time at school. I actually meant to throw this stuff up last night, but my procrastination got the better of me.

Anyway, I managed to simplify a few things when it came to loading/displaying maps (whether or not it’s more efficient, I’m not entirely sure, haven’t tinkered yet). But the bottom line to that is that you can now pick and decide which map you’d like to play given from the available maps. I do plan on modifying this even further so I don’t have to readily distribute all the maps with each client, but rather with just the server. That’ll be done tonight barring anything going awry.

Also what I managed to squeeze into last night was the proper dispersal of numbering. Which I think if I recall, I fucked up again. But none the less, it can and most likely be fixed.

So, you may ask, what’s next?

In a lot of the things I’ve shown recently, the hexes are shown as “random” hexes, so now, I have to convert to a real hex with a resource equivalent. Nothing major, just setting everything right is the issue, although it isn’t really one in the first place. It’ll be handled.

I’ll bring another update (perhaps) tomorrow, maybe showing some screens and such. If I’m nice.