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...

Wednesday, March 04, 2009

I AM STUCK

I’m at the stage, again, where I need to ask for help from the code Gods...

Tuesday, March 03, 2009

FRUSTRATION

Update. HERE is my progress so far with the half way mark just gone. Steady as she goes. Nearly have a two player version working, nearly. The playability of this current version is still nil! I’m about a week behind schedule which is really screwing up my PRP project and knocking that way off course in turn. I’m getting frustrated with it, really frustrated.

I’ve also had a MAJOR financial blow recently due to an expected University grant being cancelled at last min, without notification. So I’ve been busy trying to sort that out and its repercussions, which has been pretty stressful to say the least.

Onwards into the void...

Thursday, February 26, 2009

OFF TOPIC - BARCLAYCARD WATER SLIDE

There's no relating reason for me posting this apart from to say...
"I so WANT a go on this water slide".

END OF YEAR SHOW?

This was meant to be posted a few days back, an idea for the end of year show, a theme? Better late than never... I couldn’t think of anything really striking, or… good. Best idea that popped into my head was too frame monitors, TVs (whatever) with old style painting frames. Old meets new. Modern mixed with times past. Art Attack did this in their gallery section on their show, I think, and I've also seen done many times over elsewhere.

Bit lame on my part too be honest, like I say... I couldn’t conjure up a decent idea. I’m more focused on working on what’s meant to be on exhibit there, rather than how it should be presented.

Wednesday, February 11, 2009

0NW4RÐ$!

You wouldn’t believe how long it’s taken to get THIS far... well, about 3 weeks of focused coding to be fair. A little over 300 lines of code so far and the basic game mechanics are only just being completed. As you can tell from the version linked above I still have a little way to go till playability. I’m also getting closer to the point where I’ll need to program the computer’s response plays, and I’m not much looking forward to it, as I expect it’s going to be a big one to get my head around.

A two player test version should be my first playable checkpoint I think.
The only thing holding back the two player concept from being a major part of the completed game is the fact that each player isn’t allowed to know which modifier cards the other is holding. Currently the opponents modifier cards are covered, and the covers switch between plays (as shown in the above link) this wont be an issue with single player for the obvious reasons
(you wont see the computers cards at all, at any point) maybe this wont cause much of an issue in a two player game, but only play testing will tell.


I am also now using this game system (Connect Wars) for my undergoing Personal Research Project, which requires me to produce 6 artefacts to back up my already submitted theories on game AI (artificial intelligence).
My first artefact was a questionnaire aimed at anyone that plays video / computer games. I’ll post the results soon that I have already collated, once I’ve processed them into something viewable and digestible that is.


My subsequent artefacts 2,3,4,5 and 6 are going to be developments of my computer’s responses and plays for my Connect Wars game. Both of my current 3rd year projects Live Client and PRP are now based around the same game system. Both projects are now inter-woven with each other.
I did check with my personal tutor (DK) that this was OK, apparently it is. This being the case pressure has now been lifted slightly as this helps minimise my work load but at the same time links my two projects together whilst also keeping the origional subjects relevant to their true intentions.


0NW4RÐ$!

Monday, February 02, 2009

SNOW DAY!

SNOW DAY!

Tuesday, January 27, 2009

REPEATEDLY RUNNING INTO WALLS!

I am having issues across all of my projects... I am finding it hard to keep my head together and stay focused... I am finding it difficult to get motivated...
I am also trying, none-the-less… believe me I am… but it feels like I’m running on empty. b00h00!

The dwindling number of posts over recent months here reflects my progress and enthusiasm. I stand before a mountain of work and hurdles that I am to overcome… and I can’t even see the peak!

At the start of this course I was told, if completed, I could basically walk into any job relating to my chosen pathway within the multimedia industry.
Now that I am in the final year and nearing the end, I am now being told not to expect employment in my relevant areas for some considerable amount of time after graduation, or even at all. Maybe it’s the current climate, with what little local games companies dropping like dead flies... but personally I’m starting to feel like it was all a big CON!

ƒµçK 7H¡§ §H¡7 !!!

Sunday, January 25, 2009

LIVE CLIENT PROPOSAL

Connect Wars DOWNLOAD Live Client Proposal

Monday, January 19, 2009

LIVE CLIENT UPDATE

I like it so far, been working on the art... needs code...

Thursday, November 20, 2008

RUBBISH PILE - PLAY & RATE

Here’s the result of my 6 week mini project for the simulated client brief.
Rubbish Pile! A short game that was produced to be used to support a public information campaign about recycling. It’s an alright play I guess…

Please leave your player feedback in the comments link below…

Sunday, November 16, 2008

MIDNIGHT UPDATE

I was going to post up the final version of my recycle game this evening (minus the menu and game over screens) but the more I work on it, the more I progress and develop. So for now I’m still 'tinkering'… oh and in relation to my last post, I’m going with the double fall areas. Much better!

I’ve just finished my end of week stint at GS so I’ve been pre-occupied for the last three days earning coin, i'm shattered (wuss) seems to always be my excuse for not posting progress updates more often. tut.

On the research front my PRP is coming along... s… l… o… w… l…y… nothing new to report. That’s all for now, I’m going to bed... Zzzzzz…