Monthly Archive for July, 2007

My Pile of Shame

We all have a pile of shame; this ever growing pile of games that we always wanted to play or games that we never got around finishing.

  • Suikoden 2, 5 - Loved loved loved Suikoden 1! But only got about half way through Suikoden 2, shame on me
  • Metal Gear Solid 1, 2, 3 - Played a fair part of MGS 1, but never finished it.
  • Devil May Cry 1, 3 - Played a bit of DMC 1, but got stuck on the fight against Nelo Angelo :’(
  • Final Fantasy 5, 9, 12
  • Silent Hill 1, 2, 3, 4
  • Resident Evil 1, 3, 4
  • Deus Ex
  • Chrono Trigger
  • Secret of Mana
  • Legend of Zelda: A Link to the Past

So, what’s on your pile of shame?

Keep it simple

It’s often the simplest gameplay mechanics that make the best game. A couple of days ago I bought Geometry Wars: Retro Evolved on Steam and I’m hooked. It’s not a complex game, it’s really simple, you stay alive by shooting things. Yet it’s really fun and I played it a lot!

Another simple game that I played a lot lately is Squircle. It’s was created by, I believe, a reader of this blog. Kudos to Nick for the nice little game.

Progress Report 2007-07-01

Changes:

  • Renamed Nameless-Tetris-Clone to TetriQuest.
  • A working AI for TetriQuest. It can do on average 10000 lines per game. \o/ I think that’s a fairly impressive start.

Dev Notes:

Okay doing a working AI for Tetris was not as hard as I thought it would be. But doing one that is good involves sooo much more testing and debuging than I thought hehe.

You might be asking how I could create a fairly solid AI for Tetris. Surely I had to use some complexe neural network AI technique. Nope! I loop all possible moves (x position and rotation) and use this simple formula:

score for this move = (edge weigth * number of edge touching the map)
+ (cleared line weigth * number of cleared lines)
- (height weigth * positive delta of the height before and after the move)
- (shadowed holes weigth * number of shadowed holes)

The AI then use the move with the highest score.

Mojo:

You should have seen me the day I finally ironned out all the little bugs that was preventing my AI to play. I was throwing my arms in the air shouting “I did it!”, laughing and dancing, happy and proud. That feeling is well worth all those late debuging night ^_^

Challenge 200:
For this progress report : 13h
YTD : 80h00 / 200h

Todo:

  • TetriQuest: Player vs Multiple AI.
  • TetriQuest: Magics (i.e.: Tetrinet like special box).
  • TetriQuest: AI react to magic attacks.
  • J.I.M. : Do not allow an object to be push into another object.
  • Fix gif transparency.
  • Pixel perfect collision detection.
  • Rework the split of a tileset image. I should copy the pixel of the big image in the tile, instead of each time copying the big image and cropping it.