Monday, November 28, 2011

GameLog 226-227

I never thought I'd see the day when steam stats went blank. Admittedly I've been playing a couple of game outside steam, but the real killer has been the pressure to mark and report for the end of year. 65 hours. That'll be another story.

Grand Prix Story (6hrs) - Picked up this iPhone/iPad game after hearing a brief mention on 3 moves ahead. Plays pretty well, and lightweight enough that it feels like I'm not really playing while on a mini-break from marking.

Grepolis (3h) - Finally placed into vacation mode as it wasn't going to be an option with the workload I had.

Bookworm (1h) - been playing on and off for a bit, especially at the in-laws where sudoku and word games feel more appropriate.

Couple of other slight dabbles, but nothing to really report. Under 10 hours :/.

Monday, November 14, 2011

GameLog 224-225

Grepolis (20) - More war and development.

Space Pirates and Zombies (12) - Steam special. Been looking at it for a bit to see if it's like Space Rangers. More actiony and a different beast, but probably not a big attention getter with other titles on the horizon.

Heroes of Might & Magic 6 (10) - 2nd Campaign.

Skyrim (2h) - Veeyar Lv.2 - Picked it up for Sandy as a gift, but looks like it'll need to be run on mine. Doubt I'll be able to sit down seriously with it until school finishes.

Minecraft (1h) - New server for the LAN





Wednesday, November 02, 2011

GameLog 222-223

Grepolis (20) - Almost walked away, but now that there's a war on, it's getting interesting again.

Heroes of Might & Magic 6 (20) - Clean and slick, but somehow not as fun as what I remember the series to be.

King of Dragon Pass (14h) - Finally picked this up for iPhone as I'd baulked a couple of times at $10 for an indie title on that platform. Plays well, and has a good atmosphere to sink into. Very kind on the batteries, which is a good thing for long-haul trips.

Dungeon defenders (6h) - Looks like an interesting LAN game, but solo isn't too much fun

Terraria (2h) - Still can't beat the dungeon skelly





Monday, October 17, 2011

GameLog 218-221


Sengoku (70h) - 2 campaigns and a couple of AARs 

Fable III (35h) - Another steam sale weekend deals. Played somewhat poorly compared to the original Fable. There seems to be LESS open world than before, less control over what you can do, and even less valid decision making. I know they have also tried to go for a minimal interface, but there are some things that you want to know at a glance. How much gold do I have right now? (not in 3 minutes when I get more), how healthy am I? This leads to convoluted methods to just see stats that are usually readily available. Maybe I'm just a traditionalist, but google searches on the more irritating aspects leads me believe I'm not alone.

Grepolis (16h) - Still ticking along

Heroes of Might and Magic 6 (12h) - very slick, but feels a little devoid of emotion. Playing through the game on hard seemed, well, hard. Harder than it usually is, which just left me repeating the battles to get the most out of it. Might tone it down and treat it more like a walkthrough. Multiplayer and online stuff looks interesting, but haven't ventured that way yet.

Mount & Blade: Fire & Sword (6h) - LAN multiplayer fun. Wish it didn't randomly dump people out of the game though :/.

Civ5 (4h) - LAN game with Andrew. Played pretty well as a tag-team, but probably needed a step up in the AI even with Andrew just starting out. probably 2 vs 4?

Dwarf Fortress (4h) - More expansion while waiting for Fable III to net me some money. Outer wall complete. Now for level 2.

Terraria (2h) - Found another meteor crater, and nearly enough gold to start making fire armour.

Gran Turismo 5 (3h) - Andrew's visit in the holidays led to some racing with the wheel. Unlocked the TopGear test track after much frustration.

DiRT 2 (2h) - Tried a couple of laps with the driving wheel to see if it was different to GT5






Thursday, October 06, 2011

First the worst, Second the best, Third gets the Golden Chest

Cam has been saying a little playground chant at home sometimes:
First the worst
Second the Best
Third gets the Golden Chest
...
It hadn't dawned on until recently that it describes Notoriously Carded quite appropriately. First does finish the worst, Second is the best for that round, but aiming for third will more likely produce consistent results, giving the final win at the end of the match.


Friday, September 23, 2011

GameLog 214 - 217

Crunch time of the year for teaching, so the games dried up. 4 weeks and the total game time is nowhere near my average weekely total :(.

Sengoku (15h) - Picked up Friday night on sale. Looks like a Japanese Crusader Kings, which is perfect to lose myself into for de-stressing. Played a couple of games and it seems a little easier than even Crusader Kings.

Terraria (10h) - Mainly in the weekend after finishing up. Cam's go-to game still.

CivWorld (5h) - Last part of the CivWorld game before shutting up shop. Ended up winning the game and making the 1000 point mark to get the top unlockable achievement.

Grepolis (2h) - Put myself into vacation mode to survive crunch month.

First the worst ... (Card Game)

[ A game of getting big, but not too big ]

This is a card game developed to test a high level game mechanic for the upcoming Notorious computer game. First play-through seemed to generate the desired reaction from players with many strategies in play, so it was good enough to be released in its own right.

Concept
A game is divided into 5 rounds, after which all but the top player’s points are counted toward your final score. Each round you may play a card either in front of you to increase your game score, or in front of another player to increase their score. Cards may be either face up or face down, however any card played face up generates a bonus point for the player that it is in front of for each round that the face up card is in play . These bonus points are counted no matter who has the top score for the game.

Materials
Players: 3-7+ players.
Cards: 1 card deck is sufficient for up to 7 players, 2 card decks can be combined if more players wish to play.
Space: Typical arrangement would be players sitting around a table. A dinner setting space per player is sufficient. A playmat is available to help organise card placement, but isn't mandatory.

Rules
1. A match is divided into 5 games, where each game consists of 5 rounds of play.
3. Nominate a starting lead-off player (or randomly choose using a card draw).
2. The lead-off player shuffles and deals 7 cards to each player.
4. The the lead-off player may play one card either in front of them or in front of any other player. The card may also be played either face up or face down.
5. Play continues clockwise for each player to play their single card per round (either in front of them or in front of another, either face up or face down).
6. Once all 5 rounds are complete, count up bonus points and game score (see scoring).
7. Highest game score is reduced to 0 and they are the lead-off player for the next game.
8. Winner is the person with the highest aggregate final score after 5 rounds.


Scoring
1. After the 5th round has finished, count up any bonus points first by tallying how many rounds each face up card has been in front of you and add them to your match total.
Eg: A card playing face up in the 1st round will have been in 5 rounds, so scores 5 bonus points, whereas a card played in the 4th round will have only been in 2 rounds, scoring 2 points. As a total, having a face up card played in front of you on rounds 1,2 and 4 would gain 5,4 and 2 points respectively, tallying to a total of 11 bonus points for the round.
2. Flip over any face down cards and tally up the total face value of cards in front of you. Picture cards count as 10 and aces count as 1.
3. If you have the highest points for the round, you are disqualified and score 0 points. Everyone else adds their points to their match total.
4. If there is a tie for the highest points in the round, both players involved in the tie can place an additional card onto their opponent’s score as a tie breaker. If it still remains a tie, play your final card onto your opponent. If there still remains a tie, continue to draw cards from the undealt pack and place on your opponent’s score until there is an eventual winner. This additional score is also counted in the match total for the eventual 2nd place getter.
5. Calculate and announce your new match point totals while the new game is being dealt.
4. The winner is the aggregate match point leader after 5 rounds.

Play Mat: To aid tracking of bonus points, you may wish to create a play mat by drawing 5 boxes in order on a piece of paper and labelling them from 1 to 5 for each round. Play your cards into the box for that round, even if it is on someone else’s mat. Make sure that each face-up card’s value remains visible, and that the number of face down cards is known.




Friday, August 26, 2011

Negotiation

Negotiation is convincing others to accept a sub-optimal personal solution for an optimal group solution.

Tuesday, August 23, 2011

GameLog 212 & 213

Space Rangers 2 (25h) - Couple of impossible difficulty games. Looks like reboot has the dominators really cranked on impossible as I had 3 games reduced to a single solar system rather quickly. Though I'd play one out, but I think it might be unrecoerrable once yo lose a merchant facility to repopulate fortresses once you expand out again. Trying a 4th.

Grepolis (15h) - 80th. More scheduling in the night.

CivWorld (10h) - Far too addictive to play during school time.

Terraria (15h) - Cam's multiplayer time.

Bastion (1h) - Started out to see if it was a game Cam liked. "So you want a go?" Cam replied, "Naah, I want to play starcraft"



Wednesday, August 10, 2011

GameLog 210 & 211

CivWorld (25h) - Beta version of Sid's facebook game. Finally a decent facebook game with no energy bar in sight! There are some mundane bubble popping features creeping in, but there's plenty of variety and a definite feeling of pulling together as a civ. Seems to have about a week-long game cycle, and it's quite intense at times. Better than grepo at the moment, but it might also be the shiny ...

Grepolis (18h) - 90th. Couple of organised battles, but losing ground to CivWorld in terms of maintenence time.

Elemental: War of Magic (10h) - Tried once again to see if the game is playable. Last patch made some odd design changes, but th lack of heroes in 2 games made me even madder. Booted it up on a whim ove rthe weekend and found that it had sorted it out somewhat. Heroes are back and I could get into the mid-game.

Allowing armies right off the bat has changed the game significantly (for the better) and even though heroes are still powerful, a 4 or 8 stack of peasants is now the main part of early armies rather than cannon fodder. It also leads to interesting choices of concentrating power into a single 8 stack unit for better tactical play, or diversifying a little more through 1-stack and 4-stack armies. 1-stack armies are a little useless now, and the interface is stuffed trying to produce them too. I'd dearly like to have single unit for scouting, so I hope the interface cludge is an oversight. The game feels more meater now with more item drops and WAY less health for all units making battles somewhat trickier.

VRKnight build still romps away with a couple of early city sweeps. I'm not keen on shelving a build that's still available on startup yet as there's been many other builds nerfed into oblivion by the changing face of this game.

I still have my cities being randomly called other city names in the game (indexing issue?), and some battles automatically resolving causing king deaths, but Greig doesn't seem to have either of these problems and no real mention of them on the forums means I might have something left over from the beta. Wiped the image and re-downloaded, but I still have these bugs. The city name thing really destroys confidence that ANY of the data being displayed is actually correct, but the autobattle thing is a deal-breaker. Only recourse is to save before every battle, and reload to try another battle first to try and get out of the autoresolve.


Terraria (8h) - Cam's multiplayer time.

Civ4: Colonization (8h) - Tried a single city challenge. Got a little stale, but seemed achievable.