THE PAPER.

IT IS SUBMITTED.

::positive freak out::

Would you care to read it? It’s only … 33 pages total. >_>

(also, a link to my thesis defense slides, for the sake of being complete: slides)

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I could make TIC groups play Schism this summer.

Aw, but they switch so often… hm.

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Doomsday

Gonna be witnessing thesis defenses all day long, from 11:00am to 5:00pm, with a lunch break. (and they’re providing lunch.)

I wish I had gotten more sleep, but I am grateful that I at least have all my slides finished and that I am proud of about half of them. I’m a little concerned that my presentation might be on the long side, but a good number of my slides are quick click-throughs, so it’s hard to be certain…

And I’m quite terrified at the prospect of going LAST… which I am, according to preordained schedule. The student who is going before me also happens to be, in my opinion, the most competent of our class (that stayed… ::lol::) … so that’s also a little nerve wracking.

Uploaded my slides, in case anyone is interested.

Regardless, after 6pm today, I think I shall feel like a whole new person, for better or worse! x_x

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0.6a release

gogogo

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This was terribly satisfying to implement. I planned beforehand without any trouble exactly how EVERYthing should work and programmed everything in with nearly no debugging required and very little amg-stumped moments.

Only took two days… maybe 4-5 hours per day. If I could continue at this pace for the rest of my coding, I’d be in great shape.

Too bad the rest of the features are not as clear to me as this was.  ;_;

Checklist to alpha 2

Fix bugs from alpha 1
Add stat distribution interface for citizens
Resources

Add chance of resource discovery
Page for citizen allocation to resource gathering
Add resource gathering to rollover actions

Inventory table
Auras

…

Buildings

…

Might push out a release immediately rather than trying to shove auras and buildings into this one… just to start catching bugs. I’ve found that having people play a crappy release is a fairly powerful motivator for getting the next release done, so that the people aren’t playing something so horrible for too long…  >__>

This was terribly satisfying to implement. I planned beforehand without any trouble exactly how EVERYthing should work and programmed everything in with nearly no debugging required and very little amg-stumped moments.

Only took two days… maybe 4-5 hours per day. If I could continue at this pace for the rest of my coding, I’d be in great shape.

Too bad the rest of the features are not as clear to me as this was. ;_;

Checklist to alpha 2

  • Fix bugs from alpha 1
  • Add stat distribution interface for citizens
  • Resources
    • Add chance of resource discovery
    • Page for citizen allocation to resource gathering
    • Add resource gathering to rollover actions
  • Inventory table
  • Auras
  • Buildings

Might push out a release immediately rather than trying to shove auras and buildings into this one… just to start catching bugs. I’ve found that having people play a crappy release is a fairly powerful motivator for getting the next release done, so that the people aren’t playing something so horrible for too long… >__>

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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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