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R-Map Iter #1
The Setup:
You, the Player, are represented by the Queen Regent (The King is dead).
You have a relationship with two other parties: The Serfs, The Tax Collector
Currently, the R-Map is set S -> Q +0, S -> T +0, Q -> T +0, Q -> S +0 (nulled-out)
A positive value indicates rapport, while a negative indicates animosity. 0 is neutral.
These strengths are used to create a force-directed graph. The proximity between two nodes on the graph, and the clustering of nodes on the graph, are then analysed to determine various NPC actions.
For example, if the distance between S and Q is high enough, then S will spawn a "Peasants in revolt" event. In a larger cluster, if Q finds herself outside of the cluster by a high enough distance, then let's assume that she is immediately deposed.

The Complication:
The kingdom requires 10 + 2D6 gold coins to operate per year. Each year, if there aren't enough coins, then people will go hungry. Everyone's relationship value to the Queen is reduced by a factor of the discrepancy.
The current tax rate is 10 gold coins per year.
The coffers can hold 100 gold coins. Each year that taxes are not raised, if there are enough coins to operate that year, then everyone's relationship value to the Queen improves by a factor of the amount of coins remaining in the coffer.
Each year, the Tax Collector offers to change the tax rate.
If they raise it, then Q -> T will increase by a factor of the increase, while S -> Q will decrease by a factor of the increase.
If they lower it, then Q -> T will decrease by a factor of the decrease, while S -> Q will increase by a factor of the decrease.
The changes in relationship strengths need not be linear. For example, a tax increase of 10 golds in one year might be outrageous, but over the course of 5 years would be relatively unnoticed.

The Challenge:
Find the maximal course of action to reach a score of S -> Q +0.75 within 25 years.
Finally published PlanetSide 2 at work. That was one of the hardest things I've worked on, but it's also one of the rare few games I've worked on where I still liked it when I was done.
Currently on vacation, so sI've been working on a big update to rgbvs.
Also, I'm trying to navigate my own website with a smart Phone and I'm finding the whole experience completely miserable. Probably time for a redesign
After the three-year long grind that was Rocket Pop, I'm pleased to say that my subsequent release Sugar Crash: Hyper Deluxe took a mere three months from conception to completion.
There's a lot less going on in this game, but I'm still happy with it. The critical response is that it is a less innovative game, but maybe more fun for a lot of people. Sugar Crash tends to rate less than Rocket Pop, but it looks like it's getting a similar number of plays.
Welly well well, what did *you* do last year?
I'm proud to say that I actually published two games at the end of last year.

First up was a two and a half year long project in Flash: Rocket Pop

Still doing some post-publish refinements to spark enough interest/popularity. The basic game seems fun, and I get an average of 45 minutes to an hour of gameplay in a single sitting from people who enjoy it. I don't understand why it's getting a rather mediocre reaction. Will keep at it.

Second up is the JavaScript port of Piconesia.

I'm kind of sick of Flash right now (even AS3), so I'm experimenting with a full JavaScript stack (client and server code all in JS). The port reimplements a bare bones set of AS3's display object system using canvas. I was impressed at how easy it was to port to JS. This is the "classic" variant of Piconesia, so it doesn't make any use of the server backend. I'm looking forward to also launching new versions that are maybe longer plays, or multiplayer, maybe some leaderboards with server-side validation.
Been working on a new FPS at work, so to blow off steam at home, I decided to make the most minimal possible FPS in Unity. No animation, no textures, nothing but collision, bullets, and respawning.

I'll probably add more bits and pieces later, but in the meantime, I'm just going to let everyone use what I have so far as a starting point for whatever.

Get the version 1 of RGBVS
Currently posting from my wife's new sony tablet. Took the opportunity to see how my flash games worked in the tablet format. Plink and physics sketchpad as well as piconesia seem to work just fine, except the buttons are too small for my fingers.

Speaking of piconesia, spry fox made a game called triple town that takes a similar approach, but it is far easier to figure out how to play. I could learn how to make piconesia a lot better bystudying triple town.
Although I haven't been able to touch it recently, I did some ATARI 2600 hobby projects a while ago. I'm using DASM, which is a good assembler. One problem that I had was that the existing binaries on the web didn't run on Windows 7. Fortunately, it's an open source project, so I was able to download the source and create a Visual Studio 2010 Express project and solution. Builds fine, and was able to compile some source code just fine.

Well, look here! It looks like Node.js runs on Windows just fine as of v0.20! That changes everything :)
I'm moving all of my scripting tasks from Bash and Ruby to Node.js. I just like JavaScript so much as a language, and Node.js is fast and well-designed.

As a simple example, I wrote a script that scans directories for redundant files about as fast as I could think about it. As a complex example, I was able to write a simple indexed search engine for work in a couple of hours, with a web interface and everything.

I'll miss the ubiquity of Bash (Node.js doesn't really work on Windows, yet), but for anything on a Linux machine under my control, it's Node.js all the way!
I heard about a new game called Frogatto via IndieGames.com. It looked nice enough, but I was intrigued by the fact that it was also an open source game engine. So, of course, I had to check it out. Here's the main points in brief:

Hacking Frogatto
- Fun game, solid engine
- Oh, gosh, every time the big bad kills me, I have to go through a bunch of dialogue
- Hey, I wonder if I can hack the data files?
- Open up milgrams-throne-room.cfg and edit out a bunch of text.
- Nope, just changing the data files doesn't work.
- Ah, maybe data/compiled?
- Hmmm, nope.
- okay, a CLI arg --no-compiled
- Wait... wTF? TextPad saves don't appear in-game, but vim do? Is this a weird Windows 7 security issue? Yep.
- Okay, now that I found out the issue, time to play my edited level.
- Error dialogue.
- Look in stderr.txt, scroll to End, and see that I've got an error.
- Edit, run, and check stderr.txt until no more errors
- Success, the end-boss pre-fight cinematic now takes about 1 second :)

Frogatto As A Platform
- Impressions of the C++ code is that it was clean and well structured.
- Mixed data and script format is okay. I would prefer some separation, but it's not an important distinction.
- Couldn't figure out how to get the editor to launch (used the binary download from the website). didn't build right out of the box in Cygwin (missing MinGW).
- All in all, not my specific cup of tea, but definitely will be excellent for modding.
- The partitioning of the GPLed engine and proprietary (but open source) data allows for commercial development on Win/Mac/Lin and iPhone (iPad?). If they make an Android port, they'll have all of the major targets for non-Flash games.
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