Steam summer sales to the rescue. Lots of bargain bin play and additional achievements to chase.
Civ V (22h) - Rome Rising scenario. Almost a total conversion, and the changes have made the game feel very much like you're playing Rome in its infancy. Map, Tech and AI gives rise to a typical Roman expansion path. Reminds me somewhat of Philip of Macedon in that it makes me want to know more about the actual history of the Roman rise to power.
Grepolis (15h) - 12 cities. 105th. Back into a groove of morning, midday and night time farming runs, plus a little bit of occupation with the freedom that the holidays allows me.
Terraria (12h) - Digging with Cam.
Solar 2 (9h) - Exceptional little Indie title I picked up just before the steam sales. Feel a long time ago now though.
Magicka (8h) - Fun little game. Controls take a bit to get used to, but should be great at LAN.
Mount & Blade: Warband (7h) - New female campaign to chase a ticket.
Shogun: Total war 2 (6h) - New Date' and Tokugawa campaigns to chase tickets.
Guardians of Graxia (6h) - Was meaning to pick this up and give it a go earlier, but never got around to it. Plays somewhat like a tabletop game mixed with Magic: the gathering. Seems a little limited to keep me entertained with all the other stuff I've just picked up.
ToME (5h) - New work starting on Notorious using the ToME engine. Started another play through to see how the new party system works.
League of Legends (5h) - A couple of games a night up in Mackay with brothers.
Hoard (2h) - More fun chasing tickets.
TF2 (2h) - Even more fun. With TF2 going free 2 play, it's going to get a bit more of an airing.
AI war (1h) - Bit too complex to get into during alll the mayhem of the sales and the Mackay trip. Might need to revisit it once things settle down.
Dawn of War 2 (1h) - Last Stand fun at LAN.
Moonbase Alpha (1h) - Limited LAN airing. Pretty fun pinching the dune buggy, but the interface is pretty bad for serious play.
Monday, July 11, 2011
Thursday, July 07, 2011
A Notorious Holiday
The semester break has been great, especially after finding out I had 3 weeks off instead of 2. I know I'll need about a week to get things organised for next semester, and we'd already organised a week up in Mackay, so the additional week has meant extra time for Notorious design and possibly programming. I've already spent about 3 days going over the design with anyone that will listen, and have discovered a couple of critical pieces to smooth out the concept into a logical, cohesive environment. I've also moved the majority of the documentation into a google document for easier layout control, but will attempt to log the design progress here too.
Focus gems
I'd been flitting around with the idea of using some sort of amulets or the like to utilize the powers of the player, or possibly direct spells, but it was all a bit up in the air. Making the decision to move to exclusively gem-based spells have tidied up a lot of loose ends. Now the players are effectively ethereal beings (more work on that yet) that use gems to focus their power. They have a 'home stone' (a large gem located somewhere in the dungeon) that they primarily link to, and then can manipulate other gems in their immediate vicinity. Base spells are available to discover gems and link to them, then linked gems can have vision, communication or control over the bearer. Limiting the amount of focus gems allows players to make interesting choices in terms of utilising them for scouting, more minions, infiltration, etc.
Having the home stone instead of the actual player allows a logical way of keeping the player safe through dungeon wipes, but also allows high level play to include unlinking the player from their dungeon effectively starting them again (depending on their latent power).
Gemkeepers
The Gemkeepers are a Hidden Society that knows somewhat of the player's ability to link to gems. They believe that by helping these beings, they too may be able to claim power over the world. Gemkeepers actively seek out gems large enough to be linked to and attempt to prepare the gem to be linked. Contrary to the Gemkeeper’s beliefs, the gems do not need any special preparation for linking, but the existence of the Gemkeepers does make it easier to get started in your notorious career.
Acolyte Gemkeepers have no master, and scour the countryside looking for a suitable gem. Once located (using Gem Detection spell at power level similar to their level), they dig out a corridor to the gem and, while they are waiting for a presence to appear, they keep digging out more and more of a throne room around the gem as well as a place for themselves to live. They also make themselves known to the local town or village using a secret identity to hide their real aim of being here. Acolytes spend as much of their time as possible in the throne room, hoping to be the first one that the presence links to. For this to occur, Acolytes carry a quite precious gem (or possibly several) with them to make the linking process easier.
The number of Acolytes are significantly higher than the number of Linked Ones (full members of the Gemkeeper Society who have successfully been linked to an Ethereal Being) and it may take a lifetime for an Acolyte to become linked, if ever. Acolytes learn from the Linked Ones about what generally goes on once linked in somewhat vague terms. It is common knowledge within the society that a gem of a certain size and quality is needed to host a presence, that they will then use the main gem (home stone) to link with other gems, and that the presence can then communicate to and influence creatures holding those gems.
If an Ethereal Being links to an uncovered gem (new players automatically find uncovered gems), they will often see the Acolyte Gemkeeper in the throne room, calling out ‘Link to me master!’, ‘Speak to me!’, ‘Let me be your right hand man!’.
Focus gems
I'd been flitting around with the idea of using some sort of amulets or the like to utilize the powers of the player, or possibly direct spells, but it was all a bit up in the air. Making the decision to move to exclusively gem-based spells have tidied up a lot of loose ends. Now the players are effectively ethereal beings (more work on that yet) that use gems to focus their power. They have a 'home stone' (a large gem located somewhere in the dungeon) that they primarily link to, and then can manipulate other gems in their immediate vicinity. Base spells are available to discover gems and link to them, then linked gems can have vision, communication or control over the bearer. Limiting the amount of focus gems allows players to make interesting choices in terms of utilising them for scouting, more minions, infiltration, etc.
Having the home stone instead of the actual player allows a logical way of keeping the player safe through dungeon wipes, but also allows high level play to include unlinking the player from their dungeon effectively starting them again (depending on their latent power).
Gemkeepers
The Gemkeepers are a Hidden Society that knows somewhat of the player's ability to link to gems. They believe that by helping these beings, they too may be able to claim power over the world. Gemkeepers actively seek out gems large enough to be linked to and attempt to prepare the gem to be linked. Contrary to the Gemkeeper’s beliefs, the gems do not need any special preparation for linking, but the existence of the Gemkeepers does make it easier to get started in your notorious career.
Acolyte Gemkeepers have no master, and scour the countryside looking for a suitable gem. Once located (using Gem Detection spell at power level similar to their level), they dig out a corridor to the gem and, while they are waiting for a presence to appear, they keep digging out more and more of a throne room around the gem as well as a place for themselves to live. They also make themselves known to the local town or village using a secret identity to hide their real aim of being here. Acolytes spend as much of their time as possible in the throne room, hoping to be the first one that the presence links to. For this to occur, Acolytes carry a quite precious gem (or possibly several) with them to make the linking process easier.
The number of Acolytes are significantly higher than the number of Linked Ones (full members of the Gemkeeper Society who have successfully been linked to an Ethereal Being) and it may take a lifetime for an Acolyte to become linked, if ever. Acolytes learn from the Linked Ones about what generally goes on once linked in somewhat vague terms. It is common knowledge within the society that a gem of a certain size and quality is needed to host a presence, that they will then use the main gem (home stone) to link with other gems, and that the presence can then communicate to and influence creatures holding those gems.
If an Ethereal Being links to an uncovered gem (new players automatically find uncovered gems), they will often see the Acolyte Gemkeeper in the throne room, calling out ‘Link to me master!’, ‘Speak to me!’, ‘Let me be your right hand man!’.
Monday, June 27, 2011
GameLog 202-205
Work got crazy. 120 hours of marking & reporting done outside of the usual teaching & planning.
Grepolis (10h) - VRBones, rank 148, 9 cities. Placed Grepo into vacation mode until reports had been finished, but it's feeling a little too grindy now. Might be on its last legs.
League of Legends (10h) - Comp Stomps are still entertaining, if only to see other players bring in the new chars.
Frozen Synapse (10h) - Picked this one up after reporting as it sounded interesting from the GWJ podcast. Plays pretty well, but not sure if it's going to be around in a while.
Civ 5 (5h) - Rise of Rome scenario. Seemed to be running really slowly. Not sure if it was the huge map size or the mod, or the windowed mode. Ended up being pincered by the Illyrians. Makes me want to play Hegemony: Phillip of Macedon again.
Learn 2 Fly (3h) - Kongregate winner.
Hacker Evolution (1h) - Demo. Thought I'd played it, and after one level I remembered why I stopped. Everything is scenario based rather than being an open world like Uplink.
Monday Night Combat (1h) - Plays Ok as a potential LAN game, but now that TF2 is free it's dead in the water.
Grepolis (10h) - VRBones, rank 148, 9 cities. Placed Grepo into vacation mode until reports had been finished, but it's feeling a little too grindy now. Might be on its last legs.
League of Legends (10h) - Comp Stomps are still entertaining, if only to see other players bring in the new chars.
Frozen Synapse (10h) - Picked this one up after reporting as it sounded interesting from the GWJ podcast. Plays pretty well, but not sure if it's going to be around in a while.
Civ 5 (5h) - Rise of Rome scenario. Seemed to be running really slowly. Not sure if it was the huge map size or the mod, or the windowed mode. Ended up being pincered by the Illyrians. Makes me want to play Hegemony: Phillip of Macedon again.
Learn 2 Fly (3h) - Kongregate winner.
Hacker Evolution (1h) - Demo. Thought I'd played it, and after one level I remembered why I stopped. Everything is scenario based rather than being an open world like Uplink.
Monday Night Combat (1h) - Plays Ok as a potential LAN game, but now that TF2 is free it's dead in the water.
Sunday, June 26, 2011
5yo StarcraftII Tutor
Cam had one of his friends over for his birthday and tried to teach him Starcraft II. It was quite interesting seeing all the things he knew about the game, more than I thought he had digested. He generally plays vs Easy AI's in 1v1, 2v2 and 4v4, but spends a lot of time watching others fight (or being distracted by the TV or other PC) rather than concentrating on his own build. He's also completed some of the challenges, but it doesn't look like the strategy of counter-building has transferred into his gameplay.
What's interesting is the battle over the mouse. When I taught Cam Starcraft at the start of the year I went through the same pains of just wanting to show him with the mouse rather than letting him maintain control. It was almost unbearable watching him struggle with communicating what steps were needed to be done next, and attempting to keep his hands off. I managed to only butt in twice, both times simply to correct pronunciation of words.
Audio was pretty low and I missed an entire section when setting up the bath for them, but still happy I got that recorded.
Monday, May 30, 2011
GameLog 200 & 201
Was going to do a reflection piece fo rthe 200th GameLog, but it'll have to wait for the holidays, totally snowed under at the moment.
Grepolis (40h) - VRBones, rank 159, 5 cities. Guesstimate at the time as it keeps sneaking a 1/2 hr or hour off me a couple of times a day. Farming is still painful, but the alliance certainly makes it play out longer.
Terraria (15h) - Steam says 35h, but I've left a server up and I think it must have tracked that (or Cam has been sneaking in more than I thought)
League of Legends (5h) - little filler time between the 40 minute grepo farming runs. Record for comp stomp now 15:57
Nothing else to report. Not even a facebook game. Feeling very edgy to code something, so I think oveer these hols in a couple of weeks I might start on Notorious or finish up Factor Friends
Grepolis (40h) - VRBones, rank 159, 5 cities. Guesstimate at the time as it keeps sneaking a 1/2 hr or hour off me a couple of times a day. Farming is still painful, but the alliance certainly makes it play out longer.
Terraria (15h) - Steam says 35h, but I've left a server up and I think it must have tracked that (or Cam has been sneaking in more than I thought)
League of Legends (5h) - little filler time between the 40 minute grepo farming runs. Record for comp stomp now 15:57
Nothing else to report. Not even a facebook game. Feeling very edgy to code something, so I think oveer these hols in a couple of weeks I might start on Notorious or finish up Factor Friends
Sunday, May 15, 2011
GameLog 198 & 199
Grepolis 2 (30h) - Maturing into mid-game. Alliance banter and teammanship is keeping me in it.
Mount & Blade: Fire & Sword (24h) - Present from Greig for my birthday. Plays a little more randomly as one stray bullet can kill you instantly. More like a lottery whether you get through a battle unscathed. Bit more work on the quests and storyline, but it still has a number of times when you know what you want to do, but don't know how to tell the game how to do it. Played a number of characters, but I don't seem to be able to get in on one of the sides. They want me to be more noted, although it feels like I've been playing more than native mode.
League of Legends (8h) - vs AI games go less than 30 mins now; just neatly under a 40 mins grepo farming pass.
Universe Sandbox (2h) - Another steam game for my birthday. Pretty impressive real time gravity manipulation. Might be a good one for Cam, or school science.
Mount & Blade: Fire & Sword (24h) - Present from Greig for my birthday. Plays a little more randomly as one stray bullet can kill you instantly. More like a lottery whether you get through a battle unscathed. Bit more work on the quests and storyline, but it still has a number of times when you know what you want to do, but don't know how to tell the game how to do it. Played a number of characters, but I don't seem to be able to get in on one of the sides. They want me to be more noted, although it feels like I've been playing more than native mode.
League of Legends (8h) - vs AI games go less than 30 mins now; just neatly under a 40 mins grepo farming pass.
Universe Sandbox (2h) - Another steam game for my birthday. Pretty impressive real time gravity manipulation. Might be a good one for Cam, or school science.
Monday, May 02, 2011
GameLog 196 & 197
2 weeks of holidays. Far too many games to catch up on.
Grepolis 2 (65h) - OCD heaven. click, click ... click. New farming system is worse than farmville, but the alliance is worth the hassle.
Portal 2 (12h) - Pretty good single player, but puzzles and a single path means either the story or the puzzles suffer. It's the puzzles.
Multiplaye looks pretty good so far, and hints at a long term release of puzzles (hopefully with a level builder)
League of Legends (10h) - vs AI games go less than 30 mins now; just neatly under a 40 mins grepo farming pass.
Starcraft 2 (4h) - Cam has been playing lots of starcraft, and has recently found 2v2 and 4v4 maps. Played a couple myself and can handle 4v4 mediums vs hards. nice way to ease into a balanced competitive environment. Cam spends most of his time looking at what the other AI's are building though.
Hoard (2h) - LANs a bit.
Warhammer 40K Dawn of War (2h) - Some last stand shenanigans
Dragon Age Legends (1h) - Facebook game from Soren Johnson.
Grepolis 2 (65h) - OCD heaven. click, click ... click. New farming system is worse than farmville, but the alliance is worth the hassle.
Portal 2 (12h) - Pretty good single player, but puzzles and a single path means either the story or the puzzles suffer. It's the puzzles.
Multiplaye looks pretty good so far, and hints at a long term release of puzzles (hopefully with a level builder)
League of Legends (10h) - vs AI games go less than 30 mins now; just neatly under a 40 mins grepo farming pass.
Starcraft 2 (4h) - Cam has been playing lots of starcraft, and has recently found 2v2 and 4v4 maps. Played a couple myself and can handle 4v4 mediums vs hards. nice way to ease into a balanced competitive environment. Cam spends most of his time looking at what the other AI's are building though.
Hoard (2h) - LANs a bit.
Warhammer 40K Dawn of War (2h) - Some last stand shenanigans
Dragon Age Legends (1h) - Facebook game from Soren Johnson.
Monday, April 18, 2011
GameLog 189 - 195
Wow, 6 weeks since a GameLog.
Shogun: total war 2 (95h) - Played througha couple of campaigns to get the feel of it, and have just about finished a legendary campaign for the Shimazu. I'm afraid that the Tokugawa are only a couple of turns away from winning though. Plays really well, and feels like a well polished version of the original.
Grepolis 2 (15h) - High Notes alerted me to a new version of Grepolis, but I missed the start due to teaching. I'm 4 days behind, but keeping pce with the leaders. Currently 400th on server. Virus seems fresh and active, so I think that'll make the game stay in rotation for a while.
League of Legends (10h) - Off and on again relationship with LoL. Pretty much only play with brothers or at LANs now. Versus AI has been a nice change and I'm surprised they are offering IP for it.
Hoard (9h) - Been following this for the 360, and it's finally made a debut on steam. A little bit buggy, but an excellent LAN game.
Dragon Age Legends (3h) - Facebook game from Soren Johnson. Plays Ok, but still is a little light on for me to take it seriously.
Minecraft (3h) - Little bit of LAN filler. New versions are coming out a lot more regularly now, so it's good that it's getting more assets and ideas. Feels more and more like Dwarf Fortress ...
Feels like I'm missing a few, but that'll do for now ...
Shogun: total war 2 (95h) - Played througha couple of campaigns to get the feel of it, and have just about finished a legendary campaign for the Shimazu. I'm afraid that the Tokugawa are only a couple of turns away from winning though. Plays really well, and feels like a well polished version of the original.
Grepolis 2 (15h) - High Notes alerted me to a new version of Grepolis, but I missed the start due to teaching. I'm 4 days behind, but keeping pce with the leaders. Currently 400th on server. Virus seems fresh and active, so I think that'll make the game stay in rotation for a while.
League of Legends (10h) - Off and on again relationship with LoL. Pretty much only play with brothers or at LANs now. Versus AI has been a nice change and I'm surprised they are offering IP for it.
Hoard (9h) - Been following this for the 360, and it's finally made a debut on steam. A little bit buggy, but an excellent LAN game.
Dragon Age Legends (3h) - Facebook game from Soren Johnson. Plays Ok, but still is a little light on for me to take it seriously.
Minecraft (3h) - Little bit of LAN filler. New versions are coming out a lot more regularly now, so it's good that it's getting more assets and ideas. Feels more and more like Dwarf Fortress ...
Feels like I'm missing a few, but that'll do for now ...
Tuesday, April 12, 2011
Factor Friends v0.2
Next up, moving the selection to the board if it's a valid choice, then swap the players. All the back end is done for player hand rotation, all I need to do is flip a turn counter and refresh the hand area.
Might even be able to get a quick end-game check in there and have a fully functioning game for next revision (albeit with pre-determined cards).
Factor Friends v0.1
After a couple of days of solid game playing, I feel back to normal. The last couple of weeks have been so crazy marking and preparing for classes that I've hardly played a thing (I guess I should get back into GameLogs too).
I woke up this morning with a hankering to code. Might have been some of the TopCoder vids I found on youTube, or just something in my mind wanting to relax in a different way. Anyways, I've found myself happily coding away for the past 3 hours (with a splash of Grepolis).
One of the students at school is working on developing Factor Friends for the iPhone (or Mac at least), but I thought I'd give it a go too using some stock VB stuff. The aim would be how much of the game I can get done in a day.
Well, so far so good. I have the basic game board laid out using buttons and another set of buttons for the player's hand. The pic to the left shows some test data overlaid onto the buttons (showing the coordinate system used for the underlying array) as well as a sample starting hand.
There are 6 arrays so far that store the data for the game: BoardValue, BoardValueOwner, HandValue and HandStatus for each player. With these in place and the refresh subroutines built, I can now simply call RefreshBoard or RefreshHand to display whatever the game logic dictates.
Biggest hurdle so far has been attempting to use pointers. I wanted to store a similar sized array of pointers to the buttons so that I could refactor the refresh code into a simple loop rather than having many repeated lines of code for each array position matching up to the correct button. Wasn't a big deal at the start, but once there started to be 7 or so lines per button, the code looked pretty unmaintainable. Searched around for a bit, but nothing seemed to allow me to reference the buttons using a stored pointer or the like. I eventually came up with a new subroutine that accepts a button, and the current staus and value to set it to. Worked a treat and much neater.
With the board in place, the next thing to do is to get the player interaction working.
Looks like I can bind multiple buttons actions to the dame subroutine, and I can also reference the sender to the event handler as the button clicked. That will make the hand and board UI pretty easy.
I'm also hoping to have the clicked card eventually track to the clicked board position (if legitimate, need to get a validation routine working too), then disappear from the player's "hand". Should be pretty easy using a timer and some slide-in, slide-out animations. Not sure what happens to the button when it's in transition though, can I lock the whole UI down until the animation is finished?
I woke up this morning with a hankering to code. Might have been some of the TopCoder vids I found on youTube, or just something in my mind wanting to relax in a different way. Anyways, I've found myself happily coding away for the past 3 hours (with a splash of Grepolis).
One of the students at school is working on developing Factor Friends for the iPhone (or Mac at least), but I thought I'd give it a go too using some stock VB stuff. The aim would be how much of the game I can get done in a day.
There are 6 arrays so far that store the data for the game: BoardValue, BoardValueOwner, HandValue and HandStatus for each player. With these in place and the refresh subroutines built, I can now simply call RefreshBoard or RefreshHand to display whatever the game logic dictates.
Biggest hurdle so far has been attempting to use pointers. I wanted to store a similar sized array of pointers to the buttons so that I could refactor the refresh code into a simple loop rather than having many repeated lines of code for each array position matching up to the correct button. Wasn't a big deal at the start, but once there started to be 7 or so lines per button, the code looked pretty unmaintainable. Searched around for a bit, but nothing seemed to allow me to reference the buttons using a stored pointer or the like. I eventually came up with a new subroutine that accepts a button, and the current staus and value to set it to. Worked a treat and much neater.
With the board in place, the next thing to do is to get the player interaction working.
Looks like I can bind multiple buttons actions to the dame subroutine, and I can also reference the sender to the event handler as the button clicked. That will make the hand and board UI pretty easy.
I'm also hoping to have the clicked card eventually track to the clicked board position (if legitimate, need to get a validation routine working too), then disappear from the player's "hand". Should be pretty easy using a timer and some slide-in, slide-out animations. Not sure what happens to the button when it's in transition though, can I lock the whole UI down until the animation is finished?
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