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I emerge from the darkness to deliver RGBVS v0.7.
Bugfixes? Yes!
Refactors that are unnoticeable if you're not looking at the code? Of course!
Bots? Bots!
Fixed bugs with scores and disappearing blocks. Reuploaded with the same file name, so the link is the same.
RGBVS0.6
Now with almost final art and UI (thanks to auntiepixelante.com for the excellent Crypt of Tomorrow font).
Most of the features and bug fixes are done.
1.0 coming down the pipe soon? Could be!
Another RGBVS update, now RGBVS0.5.

No new features, just bug fixes and polish.

On the fence about whether I'm going to add chat. Faceball didn't have it, I don't think, but the playtests I've run have demonstrated that it's really, really inconvenient not to have it.
Yay, another update to RGBVS! That brings us up to RGBVS version 0.4!

This update includes numerous features and bugfixes. Hopefully, remote clients will be smoother in motion and easier to track. Bullets are colored like their firing player. Shot refractory. Scoreboards should display names properly.

Etc!
Managed to tie up the loose ends for RGBVS version 0.3. I think it is sufficient to call my Alpha version. That entails full feature-completeness, but with polish and bug-fixing still to do.

download RGBVS0.3 Unity source, assets, and binaries for Linux, Mac, and Windows

Anyone who wants to help with multiplayer testing, send me an e-mail.
Choose Your Own Adventure + Statistical Analysis of a Plaintext = Choose Your Own NGram
All right, I have a new RGBVS0.2 zip for consumption. Again, it includes the full source for Unity as well as builds for Mac, Windows and Linux. This is a pretty big advance from 0.1, but it is still not really done.
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
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