First snag on tutorial 4

For Rogue Sharp  the author changed the shortestpath return from a single cell to a Ienumberable collection of cells.  This caused the ShortestPath return result to fail to compile. It wasn't hard to just change the 4 lines to match it up but definitely though it was going to be too easy to move from roguesharp 2 to 3.  

The other fail that was a little trickier to figure out was that I wasn't setting the initial state of the game to PlayerTurn so I couldn't do anything when I entered the game.  I had to check the source code for Rogue Sharp for this answer.

Finished 3rd part of the tutorial

Finished the 3rd part of RogueSharp Monogame tutorial.  There are a couple gotchas in terms of classes that have been moved but VS picks up on them and the hints get them sorted out.  

Design:  So start with 8 cards: 2 each of Earth, Fire, Air, and Water.  Monsters will be colored to indicate which type they are.  When you defeat them they will have a couple cards to choose from that you can grab. building up your deck.  Not sure on draw mechanic.  That is the stingy part of Dragonfire.  you only get to draw two cards during draw phase.  I would like more but I can see how that can be too powerful.  Also since currently I am planning solo dungeon run the assist cards can't really help.  Though maybe I can add a party to it later on and you can control multiple hands.

Of course first step is finish the tutorial.

Health - back to eating as few carbs as possible and working out.  Like everyone does that is fit.



Wow long drought but I'm back.

So where to begin.

DBP 2017 - didn't enter.  Had a few contract gigs that kept me busy til the end of the year.

Game: working through this tutorial via monogame: RogueSharp Monogame Tutorial

Thinking of doing a mashup between that and DragonFire (for combat) 


Life: New kid in July - boy this time.  Nervous since I know how to handle girls from 0-4 so far.

Health: no carbs til April to see how blood tests go.

Weekly blog to continue.

Carry on.

DBP 2017

So hopefully I can keep the momentum going while doing Dream Build Play 2017.  Just grabbed a gif creator so that once I get those asteroids moving we can start getting some cool shots.

ToDo List for Sept 9th (normally I'll sprint each week but going out of town for Labor Day weekend so might have less time)

  • Move Asteroids Move
  • Shoot from space station to asteroid on click of asteroid
  • Blow up asteroid
  • Collect Pieces
  • In Station Screen
  • Main Game Screen
  • Toggle between the two
  • Credits screen (give props to the open game art asset authors I am using)

That list seems long so I am going to stop here and we can see how much progress is made.  I need to get to the point where I can start with a super MVP and have my co-designer start working on the design and tightening game play.

Dream Play Build 2017

So many things since April.

Health:  Signed up for 10k Turkey Trot.  Working on getting back up to running that distance.

Game:  Signed up for Dream Play Build 2017.  Going to see about making a mash up of Trade wars, Eve, and MagiKarp.  We shall see.  Either way it should be fun.

Contract:  Still working.  Got a few projects in the pipeline and when not running or taking a break coding the game I am doing this in the evenings.

Screen shot of just some sprites laid out:

Ups and Downs

So I am 4/5 this week for working out and plan on making it 5/5 tomorrow morning.  I have my alarm set for 6am for the weekday and run into the garage and get a quick workout in.  The only day I missed the morning was Tuesday but I got it covered that afternoon cause my kids were asleep when I got home.  Also I picked up a FitBit Blaze so I have been hitting my walking goal of 8k each day.  I'll probably up that next month but for now it works.

Unity Coding: Stalled.  The course I am taking was holding my hand and then just stopped and said now fill out 4 pages of code and we can continue.  It isn't hard just haven't spent the time on it yet.

Contract:  The reason for no Unity is that I got a contract and I am working on gaining a second.  So that has kept my free time pretty packed.

Game:  None

Game Design:  Been thinking a lot about match 3.  How to combine it with other game types.  Like a match3 plus rpg (puzzle pirates)  or match 3 plus an rts or builder game.  Not 100 percent sure what that would look like but we shall see.


broken the thread already

Might get a new contract so I have been studying Splunk rather than working out.

Ahh well next time.

I have some time set aside tomorrow evening to work on Unity since I will be working out at lunch time.

Game Design Notes

Been debating about making a match three after I finish my Unity Class.  I feel I could probably get one out and onto some of the stores.  The trick is catching eyeballs.  There was a demo of a rogue like that had a match 3 as the battle resolution that was pretty cool.  Wondering if I can jam a match-3 into something else.  Maybe RTS or something like RimWorld.

Not dead yet...

So ton of changes around here on the home front.

1) Stopped working on the game while outside contract work picked up.

2) Picked up a few cheap courses from udemy.  Started on Game development & design made fun. Learn C# using Unity 4.6 & Unity 5. Your first 7 2D & 3D games for web & mobile. - Ben Trsitam  Talk about a mouth full.  But it has been good so far.

3) New exercise routine started from Bodyweight routine from   This and the eliptical I got from the old gym at work are turning me back into a somewhat fit person.

4) New dev / game box on the horizon. Looking forward to upgrading to a mechanical keyboard, the gtx 1070 and windows 10 (so I can put stuff into the windows store easier)

We shall see how the rest of the month goes but so far its looking up.  Plus I think everyone here a Casa de Boyer is healthy which is amazing for this time of year.

I should have more ideas for games once I get through the course but for now game design is going to be on hold.

Slowly sinking

Coding - none.  I need to get some time to code.  Hopefully tomorrow.  My next step according to is to provide a button to launch the mission and then provide an update on when it finishes.  First pass will be a simple time stamp and then the user will refresh the page when it is done.  The 2nd pass will be adding a refresh time to the page so that it will refresh automatically when the mission is done and pick up the reward rolls.  Per previous updates the button is there it just isn't hooked up to anything.  I also need to refresh the missions after you have launched one since ti could be that you don't qualify for other missions anymore.


Design notes:  So there are going to be multiple missions you can run at once.  There are also going to be corporate missions and empire missions and maybe even faction missions depending on which faction you get in good with.  All of which can be run at the same time so that the player can progress faster the more ships they have.  It will be a bit sandboxy in that the users can build things that will generate new missions.  As well as build defenses to make other players attacks against them more difficult.  Now there will be a definite PvE aspect to it in Empire space ala EVE online.  The Empire doesn't like fighting in its space so there will be no fighting missions given within its space unless there is a pirate band working in the core systems.  (depending on what the player does with some ships and crews they might be labeled as pirates if they get caught)  Outside of empire space anything goes. if a scout finds your station or your ships then they could raid or destroy them.  Of course then again if the player's base destroys the attacking ships there will be loot there as well.  It pays to scout before attacking.

Treading water

Coding - only got a little done today.  Basically worked on getting the proper buttons to show and then tried to work on the click mechanism for it.

Design - So while creating new bases can create new missions.  There will also be generic areas to search for that are static in case the player just wants pve.  These generic areas will require a scouting mission to reveal and based on the sensors can reveal better and better areas.  There will also be a unique id that goes with it so you can share it with friends.


Workout:  3 rounds 15 box jumps 20" 15 power cleans 45#  and 1 min plank.  The plan almost killed me but I got it done.  I think I am still sweating form it and it was 7 hours ago.