The Tequila Den

Combines the world of Tequila with Games.

Tag Archives: work

2016 hasn’t been a kind year…

There’s definitely been a ton of speed bumps in 2016 so far, and it definitely seems that it’s not done and things are only about to get worse. It’s getting harder to focus and harder to get things done. Getting old is terrible, awful thing to happen.

Not willing to delve too much into my personal fiasco at the moment, lets talk about something a little more, fun per say.

With the aforementioned, I’ve been stalled on many of my projects and desire tends to fade away with that unfortunately. I haven’t touched Canasta in months, and its so damn close to being finished it drives me wild. A couple months ago I pissed around with the idea of Traders 2.0, I started by stealing new placeholder images from a popular playing site, if I ever end up with time, the plan is to acquire legit tile faces, or in some unlikely event, I may make some neat custom ones. I also reverted to the default color scheme of the game, which gives it a more classic and true feel. As of yet, I haven’t added anything new visually, however a lot of the back-end logic has changed considerably. I’ve tried to get a lot of the hard coded aspects out of the core to make it much more manipulative and easier to correct and change.

Don’t expect Traders 2 to come out  any time soon. I think I’ll start my focus on completing Canasta to get that dog out the door.

Then as always, comes Mouse. Fuck.

I really want to make this game, so many things I want to do with it, just really want to get that story out and just make a great game. However, I’ve been following a few sites and other developers with the games and all I can think to myself is, wow, don’t you ever plan anything? There’s a lot of shit out there being created and it’s just garbage. Awful. Needless to say, I need a plan, and a direction, I want to make it cut and dry and leave out a lot of guess work. It’s unhealthy and it’s harder to work towards a certain goal if you don’t know what it is. So, that’s the plan.

Canasta, plan Mouse, make mouse, release mouse. Ha.

We’ll see when I write again.

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Slave driving…

After a long month on working on the road, I’m finally back home to my own bed. Sure, I make more money working on the road, but I’d much rather be home, near my girlfriend, friends and family. The road gets old quick. But, I did find out I like quadding… a lot. So much as that I’ve held back the urge to search for a reasonably priced quad for the reason I may impulse buy one. I’m not against the idea of spending a couple thousand on one, its more the fact that I’d have to buy a truck and/or trailer to bring this quad around with me. So there’s that dilemma. The other part is that I don’t have a lot of access to good trails and other things to actually use the quad while I’m at home. So, best to put that idea to bed, for now.

So what’s the plan now that I’m home? Work will resume on Canasta, and when I get tired of the tedious testing of it, I’m going to switch to working on tiles for mouse. I’ve been a bit inspired to work on graphics since viewing the screenshot thread over at RPGmaker.net. There are some astounding and bright futures over there working away on games. It really makes me want to join the mix.

As of now, I’m re-working the AI portion of canasta yet again, making it a bit more robust, smoother, and adding more conditions and available actions. Doing so will hopefully dwindle the stalling and some unorthodox  play. Time will tell. In turn with these changes, I’ve had to rewrite a lot of the internal code that handles the AI which I’m hoping will not require an animation handler change. Fingers crossed.

Anyway, look forward to some new tiles/screens from Mouse, and the eventual release of Canasta.

I’m really not good at these things…

First off…. tor_1200x630

The Toronto Blue Jays have clinched the AL East. That’s insane. I never would have thought I’d ever proclaim that. It’s a little surreal. Now, if only could claim the same for their city counterparts; Maple Leafs.

*sigh*

It seems like the world of sports is in full swing yet again, as well that means I become full swing yet again. Just seems to be that the year has flown by. Started a new job that seems like a distant memory, currently back in school (and nearly done that again,) Golf is winding down rapidly. Time will not slow down, its a bit disheartening. It felt like a couple years ago I was basking in my mid twenties without any thoughts of ‘getting old’. Now, it feels like I’m ninety. I suppose it doesn’t help coming off a bit of a back injury that seemed to shorten a lot of good fun in the summer. I realize now that I’m not spring chicken by any means, I should start to savour some of my youth… yikes.

So what happened….

It’s been two months. I’ve told myself endless amounts of times that I need to be more diligent when it comes to this blog*. I’ve told myself to work on ‘mouse’ at least for a measly hour a day. I couldn’t do that. I told myself to do one thing a day, no time restraints, make mini-goals, I couldn’t do that. Eventually, I piled a bunch of work done in one day, in about 20-30 minutes  instead. Which at first was satisfying. Then it became demanding. I faded, and then faded some more, until I stopped altogether.

Other things took up my time and simply pushed ‘mouse’ out the door. When I finally came back to it (as usual), it wasn’t what I had imagined. So I started a filler. A game that would please me and in which I could see a clear direction. The result is what I posted two months ago. A starry sky. I’m not going to lie, there isn’t much progress on it at all and it’s so incredibly primitive at the moment. But…. I made a bit of breakthrough with it… so, I’ll leave it at that.

Trust me… It will get done… sometime…………………………

It’s a divorce… well, you know what I mean…

So I made something today, after pondering a bunch of ideas in my head today. A good hour of work setting everything up and a little debugging.

screenshot 2015.07.31 21.28.45.0600

Dynamic stars. Totally random stars on the screen, currently the don’t move, just static. But as of now, I have a few great ideas of how to transition them once movement commences.

So you’re probably thinking this is going to be some sort of space-shooter, well, no, it’s not. This is simply a small taste of what the game is about to be. I’m excited to show you more, hopefully sooner than later!

A New Year… and a little behind.

It’s been a busy holiday season and being a bit busy with everything going on, I delayed a bit with working on Traders. I’m finally back in the saddle working on it again. Nothing much to report on it yet, but I’m working on getting a few things to work back to the way they should.

This will be out before 2016 rolls around, I promise. I’m fairly certain it will not take the entire 12 months either.

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!

Not dead, just moved!

Haven’t had a slice of time to work on anything, was in the process of moving places. Now that I’m set up again, work will resume!