Sunday, April 12, 2009

FORUM FEEDBACK

I have put the word out on two games related forums that I regularly stalk (acitonscript.org and gamespot.com), about my latest version of “Connect Wars”, asking for thoughts and feedback. I bet it gets "blam-ed" or whatever the phrase is, if any response is generated at all... let’s see...

ARTEFACT FOUR & CLIENT UPDATE

When talking via email with a tutor the other day he mentioned that by 'streamlining' my PRP and Client projects around the same game (Connect Wars) it might have caused some confusion as to what part of the game has been PRP development (Artefacts) and what is Client work. (just a point: this would have been better mentioned to me when I proposed this project merger, like three months ago!)

Anyways, just to clarify, PRP and the six Artefacts that make up the a major part of that brief are all based around the AI responses, in other words, the ‘solo game’ mode where the human player, plays the computer. The Client project is the game itself and everything included with-in it… hell why not.


Artefact four, which can be viewed HERE, comprises of an advancement with regards to the AI aiming to make a x5 connection of its own suit symbol.
The grid is now evaluated twice each time a move is made, same as before, left to right, top to bottom. This time on the 2nd evaluation the AI looks at its own suit symbol placements and if no threat is detected it aims to extend its own connections to x5 for the win. This AI could possibly be improved upon and made harder to beat by prioritising its own suit placements (attacking moves) over its opponents (defensive moves).


With regards to the rest of the games progress and in other words… Client… I’ve made pleasing head way. SAME LINK AS ABOVE. Apart from ironing out small ‘knock on effect’ bugs that I keep spotting here and there, the audio has been completed, I think (subject to change) and I’ve added a feature that informs the player which side they are playing at the start of a solo game. I also keep tinkering with the visuals here and there, too many small changes to mention, it’s all wasting time really as I should / need to be focusing on the AI and improving it. So much still to do on that front!

Comments? Feedback? Anyone? Tutors, do you actually read my blog? If so prove it… by leaving me some f***in' feedback in the comments link below! Ahg!

Thursday, April 09, 2009

4N0TH3R PR0GR3SS UPD4T3

Today's progress can be viewed HERE.

I've been playing around with sound effects today, just to give my brain a break from AI really. I'm not to sure about the 'bomb placed' FX or the 'defuse' FX, but I think that I'm pretty happy with the rest of them... meh!

Comments / Feedback... anyone?

Wednesday, April 08, 2009

PR0GR3SS UPD4T3

Click HERE now… before I cry!

Updated: Rules screen added to, random trump shuffle icon explained. Animated flip and armour pieces. Win game screen changed, small animations added, grid showing win situation is now displayed.

So much still to complete, so little time…

Tuesday, April 07, 2009

PRP - ARTEFACT THREE

As predicted, now that I have the game system fully operational the PRP artefacts have started to roll out. Click HERE or on the image below to view and play around with PRP Artefact Three.

The AI in this version of ‘Connect Wars’ starts by checking every grid square, left to right, top to bottom and searches for the opposing players suit symbols. When the grid check function finds an opposing players suit symbol, +1 is added to a counter. This in turn allows for the computer AI to view the whole grid and its current situation, every turn. From the AI looking at the grid in this way it can then work out where is best to place a response piece, based on a points system.

Go to ‘solo play’, try and connect x5 of your suit symbol only, it is impossible to do this without the use of trump pieces as the computer will block you at every turn, guaranteed.

PRP - ARTEFACT TWO

With artefact one being a questionnaire based around AI in games, the results of which I’m still yet to publish, artefact two is now finally ready and posted, and the rest are now underway. Now I’ve cleared the massive hurdle of producing my own working game system, the AI computer responses for the single player mode of Connect Wars are now being worked upon, to be fair this stage should have been reached three weeks back. I’m a little behind schedule. Click HERE or on the image below to view PRP Artefact Two.

In this artefact (2) the AI responses for the single player mode are very basic. The AI searches the grid from left to right, top to bottom, every turn, and looks for any grid squares that are light grey (grid squares that can are open for play), then the computer is told to place a suit symbol of its own suit in a random light grey square.

No tactics are used in this method; it is all based around math.random. Obviously the downfalls of this approach are clear and it doesn’t make for a challenging game, even if its responses do occasionally throw out a decent play, but this is only by chance if so.

Tuesday, March 31, 2009

CONNECT WARS - 2P DEMO

FINALLY! I’ve launched a fully working multiplayer version of Connect Wars on newgrounds.com for player feedback and review slaughter! What I’m hoping to gain mainly with regards to mass player feedback is responses about how clear and quick the game is to pick up, learn and play.

To avoid my ‘how to play’ screen looking like it’s bursting to the brim with too much info, I’ve tried to cut it down to just the basics, but I’m a concerned that players won’t understand the game at first glance and will give up trying, then abandon the game all together.

The fact that I’ve launched a two player only version probably won’t help towards this concern, as it’s fairly unlikely that two people will be around the same computer and will both be willing to focus, learn and play this new game. A single player version might capture new players via the trail and error method o
f learning a new game. Most gamers take this approach first time with any new title, even if they don’t realise it, like... who reads the manual... hardly anyone.

Wednesday, March 25, 2009

F'IDDY ¢ - 1$ $H17

This review is so very funny for a number of reasons, also a good piece of social commentary I think... and yeah, I wouldn't piss on this game if it was on fire! So very lame.

Monday, March 23, 2009

SPP3 ASSIGNMENT 2

Mostly been working on SPP3 stuff this week. Searching and applying for jobs and post graduate courses, my applications are 'mock' as the jobs out there arn't very realistic when it comes to my situation, bottom line is there aint no work around ere'! Postgrad study sounds intresting though.
Also getting a show reel together (I'm not going to use mine for prospective applictaions) just to fufill the requirments of this brief (don't ask). Along with game screens, a profile shot of me (ewww) plus other end of year show related stuff, it's been an odd breif. Almost completed it though, then I can get back to work on Client and PRP, which is coming along...