Finally got around to testing the core mechanics of GR. Definitely needs a lot of work, but nothing I felt disappointed by or couldn’t use work. But needs more depth. Not a problem considering I’m going for core mechanics testing right now and not a lot of the deeper features (goal cards, police, etc…)

My scoring I’m still not sure on. We tried it with the following system:

Base Score Tile + Square(level zone) (e.g. level 5 (red) would be 25 bonus points).

I feel like it didn’t get me the full score “feel” I was looking for. I think I may end up doing the original concept of a multiplier.
For example, a large tile scoring a base of 12 on a red zone w/no “hits” (e.g. full bonus)
1) 12*5 = 60 (pure multiplication)
2) 12 + 25 = 37 (using additive of squares).

My concern is runaway scoring using multiplication (though I feel that this may be resolved by the handcuff/police mechanic once that’s implemented).

The other issue we had was:

I had a vision of each person choosing in turn what they wanted to do by placing their pawns to reserve an action spot. This allowed for blocking people from getting in on some paint buying action, for example.

So while placing was done in one order, I didn’t have a particular concern about resolution. That is, each player placed what they wanted to do, and then, when it came time to resolve actions, I could choose to resolve an action that I chose 2nd or 3rd for my first action.

My roomies (co-testers) thought this wasn’t right and should have the same order of taking the action that we did to choose. Which makes perfect sense. I didn’t like the concern then of how to keep track and they’re like – just put a number on the pawns so 1 is 1st placed/resolved…

Obvious answer is obvious.

So that’s going to be the next thing I do.
Honestly I should check out other worker-placement type games to see how they do it. I have a little exposure, but more is better.

Continually phoning it in… Also: Steamworld Dig

So – as you can see it’s been a while, I kinda gave up on the brute force thing.  Just bored, and didn’t really see the point.  This is a hobby, not a job.  If I’m not having fun, why do it?

But I did finally hit some code last time for the first time in ages.  Basically just taking my Corvax ship from Killing Horizon and doing some simple asteroid style movement, nothing fancy, still not sure what I may end up doing with it.

But honestly – I’ve been gaming again for the first time in ages, so I’m just letting myself enjoy that.

And right now – that means:

  1. Nex Machina
  2. Downwell
  3. Age of Wonders
  4. Steamworld Dig

All on PC.  I kept seeing rave reviews for Steamworld, and was hesitant, but godDAMN is it scratching the roguelike platformer itch of Spelunky & Rogue Legacy for me.

Nex Machina is so amazin, arcade 360/arena overhead shooter (a la Robotron).  So satisfying.  On the last boss…

Downwell also a fun – quick hit of a game.

AoW – only did a little/few hours so far.  Enjoying it.  It has a Summon Dire Penguins Spell.  Can’t argue against that!


Brute forcing a naive depth first path traversal

Because instead of applying for a job that I think fits with my needs, I somehow need to prove to myself that I can do this thing instead.  Because I want evidence to myself that I’m capable, a confidence building exercise, I guess…

Without reading, without quora, or wikipedia explaining to me, I want to know if I can resolve this problem on my own with the very little understanding I have.  As I said, it’s naive, and I know this is a “solved problem” but it’s solved because it’s easy.

I guess this is me proving to myself that I can tackle a topic I find interesting related to game design and use my brain power to do this on my own with as minimal research as possible.

Ordinarily I’d just look it up, I’m not a fool, trying to do something when there’s plenty of knowledge and answers out there without using the resources you have is a stubborn folly for any reason besides evidence of ones capabilities.  So I’m trying to think this through in my own messy fashion.  I think I should have a solution within a few hours (ho boy, putting a time limit to something I have no frame of reference for time, is gonna be interesting to see).

I think I have an interesting and fairly accurate approach to an algorithm and I think optimization can be had by asking why certain operations I’m doing to arrive at this solution are done in that way and not another.  In this case… literal edge cases LOL.