This fixes the suboptimal example plan in the 0.2.0 release. The issue was not with the planner but with how the problem was set up. Get it here.
Game Toolbox 0.2.0 Released
Over the weekend I released Game Toolbox 0.2.0. You can get it here.
Achievements
While reading this Malstrom blog post this morning, I realized something interesting: Achievements/Trophies/whatever can reduce the desire to keep a game, increasing motivation to resell it. Sure, they can create some sales from people playing the gamer score metagame (who will just turn around and resell it once they’ve got the points), but consider a [...]
Vision of the Future
I found this blog, subscribed, and read this article a couple days ago. It’s really interesting stuff about how business really works. If you’ve been reading Malstrom’s Articles about Blue Ocean Strategy and Disruption, this should interest you.
Happy New Year
It’s been almost a month since my last post here. Nice. Ah, and it was about the first few games for the Appvent Calendar. Guess I’d better write the second half, with thoughts on the rest of them, soon.
Task List for 0.2.0
I have made a little bit of progress. These are the tasks remaining to go into 0.2.0:
Tweak XML serialization/deserialization code for PlannerActionInstance; it may end up staying the way it is right now, but I have an idea which might make it a little nicer.
Make sure the planner is returning PlannerActionInstance plans correctly.
Finish making the [...]
On the way to 0.2.0
Photos? Oh, right. I’ll get around to putting them up before too long. Really.
Also, spam-bots are getting more clever. I was almost taken in by this spam comment:
Initial Release
Game Toolbox 0.1.0 has been released! Get it here. Please report any bugs you find here. You can get the source through Subversion (information for the repository access is on the SourceForge project page).
Game Toolbox
“Game Toolbox” is a .NET library written in C# that I have been working on in my spare time for the last few months. It is now almost ready to release, so I thought I’d take a few moments to describe it here.
“When is immersion overrated?”
Damion Schubert posted the above question yesterday on his blog (Zen of Design). My answer appears to have been deleted, so I’ll write about it here. I linked to some posts on “Malstrom’s Articles” which I believed to be relevant. I should add that to the links at the right, by the way. I’ll do [...]
Invisible progress!
Just “finished” (there is still a possibility that more bugs/inefficiencies will come to my attention, but for now it’s finished) my C# implementation of a Goal-Oriented Action Planner. If you don’t know what I’m talking about, you can read the previous post or just ignore this one. Pretty exciting to me, anyway. I ended up [...]
Games are fun, but that’s not the point.
Most games are developed with the intent of inducing feelings of “fun” in players. In my opinion, which is at least partially influenced by my read of A Theory of Fun for Game Design, this approach is irresponsible at best. The theory presented by the book is that the feeling we call “having fun” is our brains giving [...]
PS3: Difficult by Design
I suppose this shouldn’t be all that surprising. But really? That’s why the PS3 was designed that way? Some seriously flawed logic there.
Work in progress.
I’ve been working on and off lately on creating a library of classes and algorithms in C# to help me make games and game prototypes. When I get them into a decent state I intend to put them up online, releasing the code to the public domain (free for any use).
