Monthly Archives: October 2011

Now With A Level Playingfield

So, if you tried the previous tech demo, you may have realized that it was random every single time. Whatever score you may have achieved really didn’t mean much. I set to work to make things a bit more predictable. You can now try the “Static” map and compare your high scores to that of everyone else as it will be the same “web” for everyone. The web starts up with “Static” as the default. If your curious to other ways of playing you can try the other modes. They are mostly just for fun as they vary from the impossible to the guaranteed success.

I’ve made a few changes to the overall system. Red means that if you activate a cell next to it, it will become click-able. Grey means that it requires at the minimum 2 activated cells nearby. The exact number is a mystery until it becomes red. Again, your score is based on the number of unactivated “open” cells. You will have to post your success until I work out an integrated high score system. My first sub-optimal meander through resulted in a score higher than 250. Remember, no risk, no reward.

In case your browser is made of stone, may I suggest you get one of the following:

Fall Escapism

With all the so called “game development” that I am doing, I can’t help resist the urge of promoting the games that I’m looking forward to this Fall/Holiday season.

Ace Combat: Assault Horizon (like the 12th game in this series)
Might and Magic Heroes VI (this is at least a 6-quel)
Stronghold 3
Battlefield 3
Call of Duty Modern Warfare 3
Elder Scrolls: Skyrim (the 5th-quel in the series)
Saints Row 3
Assassin’s Creed: Revelations (also a 3….)

This year is all about IP. (That means intellectual property and is “slang” for new series. This is clearly sarcasm.)

I realize that the rating on these games makes it so that Liam shouldn’t play them for a long long time. Sad.

Tech Demo Turned Game

Alright, so a little additional work on yesterday’s project results in a time waster. Your goal is to get as many blank circles as you can. You will have to “spend” them to get more though. The call is yours on when to stop. Each time you “activate” a circle it lowers the cost of the surrounding circles. You can only activate a circle once it turns clear. I’d be interested to see some of your high scores in the comments. Pretty basic now, but strangely satisfying.

More Canvas Work

I took a break from my Javascript development due to life being leveled up.

I restart in a slightly different, but not entirely unrelated, direction. This is a fairly simple exercise up front, but it’s easily changed on the back end to give entirely different user experience. It’s not impossible to have it throw an error. It shouldn’t break anything and is likely only visible if you have firebug turned on. And! If you do have firebug turned on, you can see some of the debug messages.

In case there are curious minds, the current goal is a tablet UI for a Role Playing game system.

IF you haven’t figured it out yet, you should try clicking things below.