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.

Twitch, Physical Prototypin n more

For the holiday (gobble gobble) I had a decent time.

Played Five Tribes w/my Roomie.  I forget how much I love that game.  It’s just so… good.  Not too complex, but plenty of “interesting decisions” as it were.

Speaking of Sid Meier (or was that Wil Wright?).. Anyways, Steam Sale – picked up Civ 5, Biohazard 4… and a few other titles that looked good.

Started streaming on Twitch a little small streams to test for now.  nothing fancy, just me being me over the gameplay while playing.  Still getting the hang of it.

In the meantime, I grabbed my printed pieces for graffiti royale and glued one sheet to board, and cut that out, need to finish cutting the tiles.  ugh, so hard to do a nice proper clean cut job on foam core w/o util knife.  But it’s finally a start on a physical prototype for playtesting.  Woot!

Graffiti Royale/BoardGASM – Unity3D

So, I started to do my Unity3D object placements, building the formal structures up from Tiles->Surfaces->Locations->(City Board (5×4) | Sketchbook (2×3))
Added Pawns (just 4, I have a few more to add, character wise)  This is just mockup art, tried to get a variety, men, women, people of color, etc…
Basically just black/white and then will tint the pawns the color of the specific player using the pawn renderer.

No graphics for the locations (no names at this point, either – in this version – though the long term design docs have banks, cop shops, donut shops, piers, warehouses, skyscrapers, mailboxes, etc…)  I just have a flat color indicating the difficulty level of the zone and the place for teh tiles to go, since, for basic testing mechanics, that’s the important part for mechanics testing.

I’ll have to implement the shop (will be upper right above the sketch book) and a scoreboard (physical game would have a track, but for testing in Unity, just a small display of each player and their score, above the shop, probably).

Once those locations are added, I’ll have to dig into generating the tiles.  I have some already made up, IIRC.  May have to rescale them, we’ll see.

Finally will need to setup the dice mechanic.  I’m not going to worry about powerups or goals at this point, just the basic components, then see what simple placement and purchase and scoring rules work out to be.  Once those are generally worked out, I can add more, but KISS.

So… Without further ado…

It looks pretty shit, but that’s ok, cuz this is prototyping yaaaaaay. LOL.