The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: todos

Almost beta… no, seriously!

I’ve been hard at work lately on traders. I ended up working on it pretty late one night this past week and managed to really gain a lot of ground on a bunch of interface related options mainly, the updates/notifications core of the game. I did however realize you could prototype a prototype and it’ll allow it. However, it fails to reference the initial prototype(d) variables so ends up pretty useless. And it becomes pretty damn slow too. Oh well, I managed to adjust it up a bit and make it all work nicely.

Now, unfortunately, a lot what I thought would look really nice, doesn’t look very nice at all. I’m a bit disappointed in myself. On the upside of it though, it’s easy enough to modify all of that section of code so now it’s just a lot of tinkering.

I’m really happy with how things are turning out so far. I’ve managed to really separate things that needed to be in the game apart from the things that are ‘extras’ or after release and not needed. On my phone I have a bunch of notes and reminders of things I’m working on, a feature that needs to be added, an aspect that needs to be tested or just simply an idea. I’m thankful to also note that the list is getting quite short, so that’s a bonus.

I’ll hopefully through up a good new screen of the game in mid-action to show off all the crazy new stuff. Until then though, please stay tuned!

(As a side note, I’ve put righteous pickle on hold for now until I figure some other things out, hell, I’ve got two years!)

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 20.16.27.0145

 

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!

Longest Road (EVER)

I think I actually got it. What a bitch.

It was a nightmare. I knew it wasn’t going to be easy, but when I first started planning for it, I was honestly stumped. I pieced together the eventual formula, but it took a lot of brain juice.

I’ll break it down. First off, I copy an array of all the roads the player has. Then from that array, I separate all the roads into single segments. What that means is that it is a list of roads that only have a single path. Of course these road segments could be longer when the roads have multiple branches and directions, but this is the simplest form. The roads are all accounted for in this instance. After this, I cycle back through all the segments matching them with other segments and creating new segments. This creates a list of all possible road paths (through all possible branches). This creates a longest road. Although, there’s a catch. Road length can be intercepted by opposing settlements, thus, there’s another check these completed segments must go through. I kept tabs on the ends of the roads throughout the process, so all I did now was cycle through the completed segments catching to see if an ‘enemy’ settlement was blocking, keeping track of the length. At the end, the longest length recorded and returned. Ta-da.

Clear sailing ahead!

Oh fuck, I forgot about ports again. Son of a …

Back in black!

That was an exceptionally long two months. It felt like I was on an island. Oh well, all is good. I have a new job and I passed my schooling. The question is, how long until I have to go back, who knows actually. In less than a year any way! Its not now and won’t be for a little while. Thankfully. It was two months solid of brain activity. Now back to realizing I’m out of shape.

Now I’m off crushing bugs in CCCCC! I’ve killed off a couple already and currently working on a couple more that I’ve overlooked. I’m also in the process of adding a couple of needed features, mainly roll statistics graphing (so you can see how weighted the rolls have been) and a better turn indicator. I’ve noticed when I’ve been debugging that I find it hard to remember who’s turn it is after I’ve done some notes.

Anyway, back to the cave!

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!

 

Updating…

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.

Deja-vu…

I don’t really even know what’s more deja-vu-esque… The fact that I don’t update much at all, or the fact that the below screenshot is a lot like one I posted about a year ago (Maybe more?). I’ve been off and on working on it, but it’s honestly been a bit of a struggle. I want to finish it, I really do.

I’ve been pouring in a lot of ideas for Mouse lately, mainly into my phone. Just a lot of brainstorming ideas, things and titbits (haha, love the autocorrect). But to be truthful, I’m not sure where to start with production. I’ve been trying (attempting) to make games for over a decade and this one has me well under-prepared. Lots of ideas, good grasp as to what the game will pan out to be, but just don’t have a good solid starting point. Well, not where I want to start that is.

C’est la vie.

Fiddling…

I’ve spent the last day or so converting a lot of code to something cleaner and easier to maintain and add. Unfortunately I’m fearing I broke the bitch. I’m thinking its just simply the order in which I’m calling certain updates. I’m going to toy with the idea of adding in an existing hooklist (geek term for checklist), or I may be better off making one of my own. I’ll have to do some testing either way.

I couldn’t throw up the other pages lately, just been really busy with my buddy’s wedding which occurred Saturday, so I’m still recovering from a long week/weekend. I’ll be doing some work hopefully this week sometime.

Developing…

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.