Archive for September, 2009

WAMP Servers

September 25, 2009

From time to time, I have attempted to make myself a local environment that would allow me to do some PHP/MySQL coding without having the intermediate step of having to upload the stuff.  I go with the Apache/PHP/MySQL configuration, and I naturally attempt to download, install, and configure them myself. This takes hours, and sometimes doesn’t quite get done before I give up completely and just go back to uploading stuff in order to test it.

Today, I discovered WAMP Server. I should have been looking for them all along. They have figured out my problem for me, which means I don’t have to worry about it. I like not worrying about it.

Yay, WAMP!

Moot Shirt Day

September 23, 2009

For the past week or so, we’ve had various “colored shirt” days.’

I wrote a quick javascript/html page to randomly generate colors.

Yesterday, I got tired of generating colors, and decided to declare today “moot shirt day”.

It is quite funny to watch engineers try to reason out what makes a shirt “moot”.

Today, I wore my mootest shirt: my GameDev.net Hockey Jersey. It is moot for several reasons. One, I am no longer a member of GameDev.net. Two, I don’t play hockey. Three, GameDev.net never actually had a team.  Ergo, the shirt is about a moot as… the mootest thing I can compare it to.

New Playdeez Games Logos

September 19, 2009

I have something to say…

September 18, 2009

inkscape is neat!

Not new, just neat!

That is all!

An Insatiable Need To Blither

September 15, 2009

http://playdeezgames.wordpress.com/makedeez-games/

I don’t think the normal RSS feeds pick up on the “pages” added to a wordpress blog, just the blog posts themselves, so I have to call this one out.

The desire to write has struck me again, and my old “MakeDeez Games” project has been on my mind lately, as well.

As well as a number of things, I guess. You’ll probably see something about facebook development at some point.

Because I’m A Nerd… That’s Why!

September 15, 2009

Today, I was mulling over the statistics behind “Guess My Number”.  For those few who are not familiar with the game, a random number between 1 and 100 (inclusively) is chosen, and the player guesses what the number is.  He is told if his guess is too high or too low. The idea is to have the smallest number of guesses.

Now, granted, this is not much of a game, but it does have all of the elements of a game, and so is good for studying games.

So, I was thinking about the statistics of it.  The “best” strategy for playing is to divide the current possibility space into two sections in order to eliminate the most numbers from subsequent guesses. So, the first guess would be 50, followed by 25 or 75 (depending on the status of 50), and so on, subdividing the remaining possibilities into two until the final number is guessed.

This can be trivially formulized with logarithms…. the average number of guesses should be around log 100/log 2, or about 6.6.  Empirical evidence seems to support this idea, as most number are guessed in either 6 or 7 guesses, unless the player “gets lucky” with the number being 50, 25, 75, or the other early on numbers.

I realized today that I cannot discount those “lucky” numbers, and so I figured out the following:

There is 1 number that will always be guessed in 1 move (the number 50).

There are 2 numberst that will always be guessed in 2 moves (25 and 75).

Similarly there are 4 numbers guessed in 3, 8 numbers guessed in 4, 16 numbers guessed in 5, 32 numbers guessed in 6, and the remaining 37 numbers (to make 100 total) are guessed in 7.

Add these probabilities up in an excel spreadsheet:

1 x 1 guess = 1 guess

2 x 2 guesses = 4 guesses

4 x 3 guesses = 12 guesses

8 x 4 guesses = 32 guesses

16 x 5 guesses = 80 guesses

32 x 6 guesses = 192 guesses

37  x 7 guesses = 259 guesses

Total guesses = 580 guesses.

Divide by 100 numbers = 5.8 guesses/number.

So, we find that the actual average score is 5.8, which is 0.8 guesses less than the prediction from the logarithm approximation.

This analysis has also shed light on an important aspect of this game: why it isn’t fun.

Basically, your score at Guess My Number is wholly dependent on the number chosen randomly, provided that the player is using a deterministic strategy. The player has a 1% chance of winning on the first move. The second move he has a 1 divided by whatever numbers are left, and so on.

So, this makes the game a complete game of chance.  You might as well take a die and roll it, and whatever you roll is the score.  Beyond picking a binary search deterministic strategy, there is no method of improving score due to skill/technique development.

Status Update

September 9, 2009

There have been some fixes and new development on HamQuest. Still nothing really new to show as of yet. I imagine there should be something by the end of the month, though.

I’ve also made up a quick console based prototype of yet another game, and at this point, I can say that the prototype works and the game will be fun, but I’m going to have to think about the platform on which it should be delivered.

The game is Island Interloper, and the point of the game is to amass wealth by buying and selling commodities in an ocean world dotted with islands. Actually it is something of a rehash of Pieter Spronck’s Space Trader for PalmOS circa 2002.

Currently the prototype allows the player to travel the ocean, dock at an island, and buy and sell cargo. It also requires one provision per day be eaten or the game is over, so it would technically be a completely playable game at this point if the console interface weren’t so clunky.

In creating the prototype, I decided to do a couple of interesting things.  One, the player “knows” about one and only one island… the island on which he is docked.  He knows nothing of the world at large. When travelling the ocean, he can detect an island when it is 10 days away.

Considering the world is 1000 units by 1000 units, and only 1000 islands are present, finding another island heading a random direction from the first one before food runs out can be a bit of a problem. It is just this very presence of danger and exploration of the unknown that makes for a fun aspect of a game.

Each island has a particular level of supply and demand for each of the various commodities, which generates a multiplication factor for the base price of the commodity on that island, so the normal way to go about things is to buy low, sell high, and go back and forth between two islands in this manner and become wealthy.

Except that I introduced a volatility factor that modifies supply and demand after a certain volume of items are moved. So island A may have cotton at 10 gold pieces per ton, and island B has cotton at 20 gold pieces per ton, but dragging enough cotton from A to B will close the gap in the prices after a while.  This feature works pretty well, actually, and since the player’s journeys are constantly bleeding provisions, it means that the player will be able to exploit a particular dichotomy between a couple of neighboring islands for a while, but will soon find himself in need of a new market.

So it would appear that I have the seed of a good new game forming.

But now it needs a venue. A console based game in C# is great for a prototype, but not for an actual game.  I would classify it as a primarily text based game, but it could be just at home on a web page as on a windows form.

One of my thoughts is that it would make a decent MMORPG on facebook, with a persistent world (with some manner of causing the supply and demand to reset itself over time). Unfortunately, such a game has a lot of moving parts to it: fbml, php, mysql, ajax.

But that’s what appeals, I guess.  Dunno where I’ll go with Island Interloper yet.  I think I’ll shelve it for a bit, and see what happens.