The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: screens

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.

Options! Choices!

Instead of sleeping last night and taking some time after jolly good work time today, I’ve added some options to the lobby. You can look down now… if you haven’t already (Gold Star!).

screenshot 2014.09.24


As you can see, added three new standard options for game play, “No robber on 2pts”, which doesn’t invoke the robber’s steal a card mentality until the victim as at least 3 points. It’s a rather common agreed upon rule in most circles. Secondly we have “Add Boats”. Although this option will likely be greyed out for the foreseeable future for now (because I’m too lazy at the moment to tackle it). Although, just now thinking about it, it really wouldn’t be that difficult. Hmmm, maybe I’ll sit down some in the near future when I have enough time and tackle it. It’s nice having a plan!

The last one, “Add Gold Mines”, they simply act as a wild card resource. It acts as a regular resource tile but when it is rolled, it will prompt for you to choose what resource you’d like to acquire. This feature has yet to be implemented but a lot of the ground work has been handled for this already since Year of plenty handled the more difficult aspects of it.

You might also notice the “How many VPs to Win” caption on the bottom. You can select how many victory points the winner must attain. This is fully functional in all aspects of it. You can select any of the options, it highlights in green as you hover over it and turns white if you click.

You may notice as well in this screen some of the map names, they are simply test names as a database isn’t yet made. I’m still working out some of the bugs with loading hand made maps using the separate program ‘MapMaker’, as soon as that is fleshed out, it’ll load up the database of saved maps from the server.

So… currently my current to do list is as follows before release!
– clients logging into the server; currently, as I found out testing is that multiple people can use the same account info and get into the same server session. So essentially you can play copies of yourself.
– get a real database of maps, which is actually really easy to do, coming with this is the need to finish up MapMaker;  just not high up on the list of nagging issues.
– boats; which I’ve discovered will be really easy to do. Maaaaaaaaaaaayyyyyyyyyyybbbbbbbbbbbbeeeeeeee I’ll do it tonight….. (doubt it, I feel like NHL15).
– make new tiles and add in Gold Mines and “uncharted land”. Uncharted land functionality won’t be integrated until after initial release.
– Polish. Not the language/nationality, polish (think shiny). I need to re-implement the “updates” animation handler. I wanted to make sure I had everything handled before I re-built the handler so I knew all the functionality that it needed. So in turn, I’ve left it for last. Therefore, until this gets completed, the game won’t get released.
– I also want to change up the chat function a bit again as looking at it makes it look clunky and … well… ugly as sin. I’ll tie that tag into polish as well.

Back to the grind stone!


I kind of lapsed on the updates there for a bit. I’ve been going through some personal issues at the moment.

I’ve started working on Catan again. I re-wrote much of the networking code to try and improve its performance and tried to clear up a lot of redundant code. I ended up making a prototype to send data along the network (mainly for ease of myself). I’m currently just testing what I have right now actually works the way its suppose to.  I’m also writing notes of all the things that need to be added yet, whether it’d be small, large or for aesthetic reasons. Hopefully by the end of this I’ll be able to have  a master to do list.

As for Canasta, I looked at the new engine…. that is as far as I got with it. Didn’t have much desire for it at this time.

Mouse has theoretically been started (again;) I have a more polished version of how I want the world to look like, style of game-play and overall feel of the game. The only thing I lack at the moment is the artistic ability. Want to contribute and aid my sorrows?

I’ll be posting new screens to both Catan and Mouse in the coming days, and as always, I’ll try to be more diligent with updates.