December 6, 2018
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I started rewriting canasta with a bunch of good intentions. The purpose being, clean up the code, improve the AI and remove some redundancies. At first, I did a damn good job, cleaned a few messy parts and streamlined a few things to make it easier to follow and track when/if errors occurred.
I made one crazy mistake, I neglected to improve/fix the animating functions. I knew they were in a bit of chaos beforehand, but now with some more animations added to the mix, more AI options, it’s becoming a disaster per say.
Now I’m at the point where I’m debating to continue “patching/hacking” to improve gameplay, or to completely overhaul the system in general, and cleaning it up even further. I’m first leaning on continuing the course until the game can reach it’s finished state, then in turn, release version 2.0. Then, in due time when I complete the “renovations”, release a 2.1/2.5 version, with only bug fixes and the improved animations.
In the coming days I’m planning on tracking through with Mouse (finally), and basically filling it more with technical demos/systems before I continue with a concrete game/story going forward. There are a few systems I want to incorporate into the game, therefore I figure I should commence in some regards to get the ball rolling and display some of the “goodness”.
In real life news, I’m going to update some things in regards to Star Wars Force and Destiny as the guys and I are going to try and make in a recurring thing, possibly with me stepping down as the DM/GM. I’m also going to outline some of the pros/cons we’ve already come across while playing.
April 3, 2016
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So I’ve corrected quite a few problems and issues regarding game play lately with regards to Canasta. Added a ton of logic for the computer AI. It’s actually pretty challenging when playing the computer, and I can see their hands! After some immense testing, I’ve only encountered one crippling error that I can’t seem to reproduce. As of now, I seem to be missing something, so I’m continuously investigating.
I’m thinking of releasing the game sometime this month as long as testing goes well. But there is a couple of things I’d like to add before that, but I may hold off. One of them which would alter play a lot would be the tuck feature. Since, when I play the game is a legal play, I think it’s important to incorporate.
The second is changing the way animations are displayed for the east & west team. Currently I use the up-right card images and would like to change them to their horizontal counterparts. I really need to update the functions for animation as well. Tend to have some issues. 😦
October 16, 2014
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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!)