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    Playtesting a card based game


    2011 - 02.06

    As mentioned before, my primary thrust of game work has been with Project: CARDS.  The wiki itself is filling itself up with ideas and concepts, and things most definitely are taking shape.  The idea with Project: CARDS is that there is a battle field, you and an opponent traverse while casting spells at each other in the form of cards which take the form of a real spell ( i.e. a giant fire ball ) or a creature ( i.e. a Daemon Mole of Doom ).

    Both Inko and I contributed to a theoretical combat system, and constructed a pool of 20 cards representing spells and monsters.  All very well, but what is the point of creating a combat system unless it is fun?  So I decided it would be a good idea to actually roleplay a battle.  A new section of the wiki was created, and Inko and I randomly assigned ourselves a shuffled deck, and started to play a game.  Each turn was updated on the wiki, with the following template :

    • <whoevers> turn
    • A map to show castings/movement/damage
    • Our entire deck, with the ones in our hand in bold, an X to show a card that had been cast that turn
    • Current mana levels
    • Our thoughts and overall thoughts andstrategy for that turn and future turns

    The map we played on was quite small – we wanted to get into battle without spending ages getting ready.  The combat was vicious but fast – the mechanics as we played seemed to work really well – with the exception of manually updating a png of combat – every turn was quick.  The mechanics themselves are pretty simple, but really do work well.  As we had both written the combat mechanics, we both knew what was going on.  But even though we both thought the combat rules were pretty tight – it turned out there were quite a few things that we hadn’t thought of during the planning phase.  We used the talk page of the battle test to discuss and ask questions and agree on things when these issues cropped up.

    This play test was an awesome idea.  It raised a number of issues, as well as helped us cement the vision we both have of the game.  We both now have a much greater idea of how the game will play as well as starting to get an idea of balance.  It turns out our initial system of randomly making cards and costs wasn’t the best way to design the decks 🙂  We have identified some key attributes of the cards which will need to be thought about quite carefully before the next play test.

    So, to anyone else out there designing a card/board type game, let this be a heads up, playtest often and early!

    Oh, and the winner of the first playtest?  Inko – he melted my face off with a fire spell as I hid behind my large monsters.  D’oh!

    How I imagine I lost

    My face! My beautiful face!

    Not actually part of the playtesting procedure, but thought it would be nice to commemorate the first ever battle.

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    Sneaky Spam


    2011 - 01.29

    Yesterday, I got a surprisingly clever bit of spam in my comment section.  So I thought I would blog about it just to help fellow bloggers realise about it.  The comment itself looked like this :

    Hi, I left you a DOFOLLOW backlink on my website. This isnt a spam message, i actually did leave you a backlink on my site. If you check the top of the page you will see “Sites we like” and there will be a link to this site. Would you be kind enough to leave me a backlink? If so my website is CENSORED please use the anchor text “CENSORED” for the link and add it to a post or as a widget. Then please send me a email at CENSORED@CENSORED – If you want me to change your links anchor text let me know. Thanks

    On clicking this link it took me to a page containing a “Sites we like” section, with the only link on it being mine, along with a browser based game under it.  Oh wow, I’m the only site they like, lucky me!  So, I decide to open the page in a different browser, because something didn’t feel right.  Lo and behold, there is an empty “Sites we like” section.

    Sneaky fecks.  Basically, when you follow a link, your browser sends a bit of information to the link saying what page sent you.  This is known as an http referrer.  So this person had a script that if it detected an http referrer, it would automatically construct a link back – to fall the visitor into think there is a link back.  Absolute rubbish when it comes to link exchange or SEO – it is a sneaky trick to try and get one way links.

    I’ve left the site details and things out of the above, but other than that the comment is word for word – so please feel free to check your own comments for back-handed comments similar to this.  If you do find a site that claims to link to yours – go visit it in a different browser, going directly to the page rather than heading back to it – this way if they have been super sneaky and used a cookie to store the originating site ( which would have been a simple thing to do, so no idea why the lame site didn’t do it ) then you will see that there is no back link.

    That is all for now folks 🙂

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    Happy New Year!


    2011 - 01.05

    First blog post of 2011 ! Yay !  Happy New Year to all you SpaceOreMiners out there.  Possibly the longest game played yet since the system started mapping properly :

    What a mine!

    A nice profitable run methinks 🙂  Whats quite sweet about this are the four squares toward the bottom on the left hand side, indicating bomb usage.  Also the the two vertical shafts running up from the furthest right bomb site could very well be RODS.  Nice to be able to see how a more developed mine looks.  Which brings me round to the heat map :

    Heatmap

    As you can quite clearly see, the majority of games seem to stop before the focus crystal is needed to mine deeper – that is why you can see such a distinct line going across the map, which makes me think perhaps the focus crystals purpose is a bit mysterious.  As such I will be adding a message of some sort into the game explaining that to mine deeper you require a focus crystal.  All very interesting stuff 🙂  Hopefully normal transmissions will be continuing soon.  Have a good new year folks!

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    Spam Level Increasing! ಠ_ಠ


    2010 - 12.08

    Every comment for this blog gets put into moderation before a comment gets posted.  That isn’t because I want censor peoples extreme views of the game, rather it is to cope with the huge amount of spam posts I get.

    As a very low traffic blog, I never really expected to get much spam – however, with all the integration wordpress provides, I think I was somewhat naive in that assumption.  There is just over five times more spam comments than real comments.  Spam submitted to the comments for the past three days have mostly included the phrase ‘Merry Christmas’ so maybe that means the hardworking bots of the spammers get downtime over Christmas 🙂

    Interestingly, the most spammed post is my unamused asteroid post : http://blog.greenslimegames.com/2010/10/20/the-asteroid-is-not-amused/.  The only difference between this post and others I have made is I tweeted it mentioning the keyword ‘ಠ_ಠ’.

    Maybe memes are the next big thing for spam? 🙂

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    Procedurally Generated Asteroids – part 1


    2010 - 12.01

    Hey there folks, I thought I would take some time to explain whats happening with the game at the moment.  As my earlier posts have stated – the terrain is now saved to the server on game over.  Sweet, but aside from making crude pictures – what is the point of this data?

    Well, now I have the data on the server, I can load that data back into unity.  Which basically means you an re-visit your old asteroid mines.  I’ve got this working in my test build, but it is still a bit to buggy to release.

    But alas, not everything is as simple as it sounds.  You re-visit your roid and vroooom, all your mined out areas are suddenly repopulated with ore.  Eeeep, that isn’t very realistic – and though it would be a sweet reward to get players to re-visit asteroids … but as the old exploit shows, giant bits of already mined out areas are game breaking.

    So, why can’t I store every bit of ore on the server and flag when it has been collected by a player?  Well, the ores spawn in a two dimensional plane and and on average you have around 670 ore spawns on a roid.  It is just way to much data to store, and to transfer to the client at runtime.  After some pondering, I’ve decided to solve this problem by procedurally generating every asteroid.  You might have noticed that every asteroid has a number on the stats screen.  This number is the start of the solution – every unique asteroid will have a seed value associated with it.  This seed value is used to generate ore spawns.  I’m currently working on an algorithm to pull this off.  Alas, I can’t just use the standard seeding of the random number generator – I need to create a cross platform solution, because at some point in the future, I need the server to be able to perform this calculation as well 😉

    So how does this solve the problem?  Let me walk you through it 🙂

    1. New asteroid is seed is requested from server.
    2. Server records the seed value, and that it is discovered by player x, and timestamps this.
    3. Unity client takes this seed value, and generates the ores procedurally based on this seed.
    4. Player X mines and collects ores, and generally has fun.
    5. Player X gets bored and self destructs.
    6. Actually mined terrain environmental data is sent to the server.
    7. Player Y looks through the most recently asteroids and sees Player X hasn’t exploited the 500-600m depth on the asteroid, which really contains the ore Player Y needs.
    8. Player Y ( in his unity client ) requests to mine the same seed value as Player X.
    9. Client requests the terrain data from the server for that seed value.
    10. Terrain data is used to re-create the environment Player X mined out.
    11. The seed value is used, and all spawns are re-spawned in un-mined areas.
    12. Player Y mines, and collects the ore he so desperately needs.
    13. Player Y leaves the roid, which uploads to the server the new terrain environment.
    14. Fin 🙂

    As you can see, this is a pretty simple system – but it actually allows for a helluva lot of cool features – and starts evolving the game into a more consistent universe.  A lot more to come soon 🙂

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