Skip to main content

Posts

Tweaking the random generator

Found an annoying problem in my game yesterday. Even when I provide new random seeds on every level, anyway there is still some chance of the same number being generated twice in a row, or two of every three times. First i thought I could solve it with more questions, maybe 40 were too few. But hey, it is random, it is perfectly valid to have the same value twice  in a row with 40, 60 or 100 questions (just less probable the large the range is).

So I need certain rules, to prevent the same question being asked several times in short period of time. So, I guess I will have to tweak the result of the random generator, checking if it is a repeated value. Not complicated to implement.

So, the demo is almost here. The most heavy task is creating the questions, properly translating them and double checking that the right answer is, actually, the right answer. At least, according to the Wikipedia.
Recent posts

Good and not so good news

First, I finished the draft of the novel. It is now on the hands (PCs, actually) of the zero readers. Then comes a process of polishing, leave to rest, and then polish again, which will produce the final version, which, in turn, will be handed to a second pair of eyes to hunt typing/grammatical errors. Violating this rule I imposed myself led to a book that was not as good as I expected in the previous novel.This means that I have some free time now to work on the next book.

The not so good news is that the editor is not so interested in publishing it. They had a goal, and it was not exactly to make a success of every title in the catalog. As I'm not one of the most widely known authors, I haven't received any promotion, and neither has some good titles of the catalog, written by promissing cuban young authors.

Back to semi-good news: the game demo is almost ready. I'm just trying to explore all the possibilities to host it in Google Play instead of somewhere else. I thi…

glTF 2 in Godot

The Godot engine guys have announced that they have implemented support for glTF 2.0, the new asset exchange format developed by Khronos Group. But they also take some time to give us a nice review of all options and previous attempts to provide a common exchange format in this article.

An interesting post that every game developer should read.

Playing old classics: HoMM 3

Last august a good old friend passed away. Was a tough season for me, for many reasons, and receiving news of his death was another reason to feel sad. I decided to honor him playing a bit of Heroes of Might and Magic, a really old TBS game he liked a lot.

I was a fan of it too, I even had a Linux version, created by Loki Games. HoMM is fun, but I have a serious complaint about it that makes me leave it for long seasons: its AI cheats.

All game AI cheat in some way, but HoMM AI shameless throws you dozens of enemy heroes with insane armies, when you struggle to build two armies. You destroy two heroes and suddenly you have two more from the same AI player, with large armies, knocking at your door.

The AI not only knows what castles are defenseless (Freeciv AI does that), but also gives computer controlled players unlimited supply of gold, I think. Annoying.

Project updated

A brief post to let you know that I have updated my old project: The Key of the World, an open source isometric 3D RPG. Depending on how busy (or not) are the next days/months, I will fix some big mistakes I made during development.

The source code can be found in Github, and can be used for learning purposes, forked, or whatever the license permits. Here is a short video of the game in action:

Dealing with controller support

I have been working lately to add controller support to my both projects. I made some basic tests long time ago, using my joystick, but a week ago a friend kindly provided me an Xbox 360 controller. Then, the true work started.

After a brief phase of "I have no idea about how to do it", and after that "probably there is something in youtube" (there was), I managed to put some basic support, first on character movement, you can see it in the Labyrinth gameplay video, which was recording while I played using the controller. As a side effect, Im thinking to change the gameplay mechanics of my 3rd person prototype to camera freelook, like Mass Effect/Witcher.

Then, I began to extend controller support to the UI. Things are not so easy here, because I had to rethink the design of many interface elements. Also, moving through buttons requires to reinterpret  axis events as button events.

I plan to finish all the tests this week, return the controller to its owner, and r…

And now, a video