Checklist till alpha 0.5

  • Scouting (medium)
    • don’t permit scouting of areas that have already been scouted
    • create log messages
    • award slightly reduced XP (3/4? 1/2? … 3/5?)
    • generate 1-3 “nearby” adventures
  • Scripts/pages to display logs from encounters (friggin’ annoying) (good enough…)
  • Message boards (easy)
  • Leaving games releases citizens back to hiring pool (easy)

On a related note, it’s a pretty amazing feeling when you find that your code foundation/groundwork was well thought-out enough for you to add new features relatively easily and with very little debugging necessary. :)

[edit] ::crosses everything off but message boards:: OH MY GOD. ;x

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I can TASTE it.

I’ve been programming my proverbial behind off in the last 48 hours. Consequentially, I am OMG SO CLOSE to the planned alpha 0.5 release. Which was, you know, supposed to actually happen like… two weeks ago. Or maybe more. Grargh.

What do I have left, let’s see…

  • Scripts to generate citizens and adventures based on need (easy)
  • Scouting (medium)
  • Scripts/pages to display logs from encounters (friggin’ annoying)
  • Message boards (easy)
  • Leaving games releases citizens back to hiring pool (easy)

… omg OMG omg OMG omg OMG.

… Seriously. OMG.

Just going to keep coding through tonight and the early morning. It seriously HAS to get done. If there’s no release tomorrow or the day after (or the day after), it means that I’m really seriously screwed because I can’t keep to a viable work ethic.

But if I work at the pace I have in the past couple of days… for the rest of the year? I might still be able to pull this off. ;_;

… crap crap crap. Art. >_>;

[edit] Okay. Definitely not tomorrow, cause I’m in meetings all day. -_- And now I just realized there’s kind of a big snafu in my database design for logging. Hur dur. Arggh. So have to adjust for that. STILL…

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Benchmarks

Encounter Results

Adventurers won 1% of the time.
Average battle length was 6.56 rounds.

Adventurers won 0.28% of the time.
Average battle length was 10.8 rounds.

Adventurers won 1% of the time.
Average battle length was 5.32 rounds.

Adventurers won 1% of the time.
Average battle length was 6.88 rounds.

Adventurers won 0.48% of the time.
Average battle length was 12.16 rounds.

Adventurers won 0.16% of the time.
Average battle length was 11.92 rounds.

Hrrmm. ::gets out the nerf bat::

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Alpha 1.0 checklist

Game Logic

  • Citizen generator
  • Adventure generator
    • Encounter generator (… kind of)
  • Encounter resolution
  • Encounter log generator

Web Interface

  • User administration
    • Create new user
    • Change password: … made the forms, just have to make it work now. Bleh sha/hash
  • Game administration
    • Create new game/realm
    • Join game
  • Player actions
    • Citizen recruitment
    • Adventure/Encounter selection
    • Manage loot splitting
  • Town status pages
  • Message boards
  • Rollover logic

… not going to make a release for tomorrow, but shouldn’t be very long now, as long as I make progress as I did today and Wednesday. I would feel really awesome about myself if it weren’t for the fact that I really should’ve been done with this release at the end of winter break. x_x

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Just for kicks.

Maybe do another one when I’m nearly done with the whole thing for comparison. ::lol::

Just for kicks.

Maybe do another one when I’m nearly done with the whole thing for comparison. ::lol::

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This is going to hurt me way more than it’s going to hurt you…

I. ALPHA 1.0

Game Logic - Citizen generator - Adventure generator - Encounter generator - Encounter resolution - Encounter log generator

Web Interface - User administration - Create new user - Change password - Game administration - Create new game/realm - Join game - Player actions - Citizen recruitment - Adventure/Encounter selection - Manage loot splitting - Town status pages - Message boards - Rollover logic

II. ALPHA 2.0

Game Logic - Schism event - Resource generation - Resource mining/accumulation - Buildings and Equipment - Civic management

Web Interface - Game administration - Configure game speed - Player actions - Civic proposals and voting - Citizen allocation - Purchasing equipment - Equipment enhancement - Manage adventurer equipment - Manage adventurer decks

III. BETA 1.0

Game Logic - Player dueling and betting - Creature capture - Summons

Web Interface - Game administration - Configure game speed - Administration of game players - Player actions - Trap purchasing - Creature enhancement - Arena matchups

IV. BETA 2.0

Game Logic - Story/state progression - Story encounter seeding

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Hmmm.

Terra's turn.

Playing Fireball morph: Sacrifice an Attack card from the discard pile to turn this card into a Fireball card. Transformed card must still be discarded.

DECK: Lesser heal
HAND: Attack Lesser heal Fireball morph
DISCARD: Attack Attack
GRAVEYARD:

Change Fireball morph into Fireball

Attack sent to graveyard.

DECK: Lesser heal
HAND: Attack Lesser heal Fireball
DISCARD: Attack
GRAVEYARD: Attack

(yes, I know what time it is.)

(yes, it was totally worth it.)

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It occurs to me that I only realistically have three and a half months to be completely done with my thesis, writing and coding and art.

Shit.

It occurs to me that I only realistically have three and a half months to be completely done with my thesis, writing and coding and art.

Shit.

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