December 27, 2018
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So, it took a lot less time to figure out a decent (albeit lame) screen transition when changing the map from one to another. It’ll do for now, It’s not exactly the idea I had in mind, but it’ll be a perfect placeholder for now.
So first leg of the transition, covers the screen in squares, tile by tile, randomly.
Secondly, the screen is covered in a brief black mask, in time, this is where the real change takes place. The map is changed underneath, the old mapEvents are saved and the new set is now loaded.
Last leg of the transition is simply a reverse of the beginning transition, once all blocking tiles are removed, movement is restored to the player and game resumes.
I want to touch on something I’m a bit proud of, well, maybe not proud, shocked that it worked the way it was intended. So each map has an associated save file which holds all the map changes and interactions. All these have unique ids. The best part about the system is that some of events are a single time use; for example, picking an item that was readily available on the ground. The item isn’t meant to be re-spawned, so therefore, it would hold a dead id once the user acquires the item. The map also holds a dead id array that can be re-used if the user places a new item and essentially creates a new map event. The only reason I thought about doing this was because I was messing around picking items up and then dropping them in new locations on the map. After some testing I noticed my event count went up drastically. (Some times I’m smarter than the average bee.)
I’m happy about the progression so far.
December 19, 2018
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It’s been a weird last week, work was… odd. I literally drove more than I worked. Now that’s an odd statement. I was in the truck more than I was out in the field working. Anyways, easy money…
So I’ve been slaving and muddling along with mouse’s systems the last few days and trying to make things as modular and customize-able as possible so that it can be easily manipulated as needed.
Now, as you can see it’s a very vague and basic menu system, but everything in it can be easily changed. The X&Y coordinates can be moved anywhere on the screen, the controls can be altered exceptionally easily. As you can see, the brick (dummy item) is being selected, and there are four options. Now, I’ve given the brick multiple tags and with those tags, options are generated to what the user can do with that item.
Now, I’ve labelled the letter as a special item, so the discard option is not available as it was with the brick.
Now I’ve got to integrate a view other nuances with the controls of the menu and make it a bit smoother and bit more practical. After I’ve explored and filtered out some more menu actions, I’ll move over to NPC interactions, mainly choices, dialogues and depending on if the user is holding certain items, they’ll interact differently and say differing messages.
Lots of the plate this week!
November 28, 2014
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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.
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.
June 12, 2012
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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.