OK, for reals now, here's the actual 1:1 scale Minecraft Redemptrix.
...and it occurs to me after posting this that I forgot to add landing gear. She's hovering a meter above the ground.
Tuesday, April 30, 2013
Monday, April 29, 2013
Let's Code – CPM2DoB Part 5: Slay
So Lent ended and suddenly I could play games that I didn't write, which sort of cut into my time (more than motivation) to finish CPM2DoB. Also, the fact that it is now actually playable makes me think less about plowing ahead to get something finished.
But the main reason I haven't been working on CPM2DoB is because I finally noticed that Slay came out for Android, and I've been playing that non-stop. I used to have Slay for my iPhone, but when I picked up my Android, it had not yet been released for the platform (the loss of that, Bejeweled Blitz, and my Cross Sums app, were the hardest part about switching to Android). A couple weeks ago, I thought back to Slay and found out it was finally released on Android.
Slay is a brilliant game. Simple rules which lead to complex strategies. Addictive turn-based gameplay. All wrapped in a cute little package. The game is played on a hex grid. At the start, you have territories scattered across an island, along with five other players. Each territory has a capital, and the capital accumulates the wealth of that territory. Each territory gets one resource per turn for each hex space in the territory (unless there's a tree on the space). Resources are required to buy your soldiers and also for their upkeep. The basic units are peasants, which cost 10 resources to buy. Putting two peasants together makes a spearman. A spearman plus a peasant makes a knight, and a knight and a peasant makes a barron. You can capture enemy spaces so long as they are not defended by a unit as strong as your attacking unit. So peasants can take spaces so long as they are not defended by other units. Spearmen can take spaces defended by peasants. Knights, by spearmen, etc. Units defend the space they occupy and all adjacent spaces. In addition to defending with soldiers, your capital acts as a defense unit (equivalent in power to a peasant) and you can also build defense towers (equivalent to spearmen).
Units also require resources for their upkeep. A peasant takes 2 resources, a spearman 6, knights 18, and barrons 54. If a territory runs out of resources, all units in that territory die. You can join your territories, obviously, by capturing the spaces in between them. And you can split enemy territories. So a major part of the strategy is to outflank the enemy, splitting his territories, and causing his troops to die of starvation, but without overextending yourself, and opening your own troops to being outflanked.
While playing this, I began wondering how some of these simple strategy game concepts—such as resource management, territory control, and unit purchase costs—could be applied to chess. I began to think it might be fun to add a new game mode to CPM2DoB that incorporates these concepts. The rules I have in mind might go something like this:
But the main reason I haven't been working on CPM2DoB is because I finally noticed that Slay came out for Android, and I've been playing that non-stop. I used to have Slay for my iPhone, but when I picked up my Android, it had not yet been released for the platform (the loss of that, Bejeweled Blitz, and my Cross Sums app, were the hardest part about switching to Android). A couple weeks ago, I thought back to Slay and found out it was finally released on Android.
Slay is a brilliant game. Simple rules which lead to complex strategies. Addictive turn-based gameplay. All wrapped in a cute little package. The game is played on a hex grid. At the start, you have territories scattered across an island, along with five other players. Each territory has a capital, and the capital accumulates the wealth of that territory. Each territory gets one resource per turn for each hex space in the territory (unless there's a tree on the space). Resources are required to buy your soldiers and also for their upkeep. The basic units are peasants, which cost 10 resources to buy. Putting two peasants together makes a spearman. A spearman plus a peasant makes a knight, and a knight and a peasant makes a barron. You can capture enemy spaces so long as they are not defended by a unit as strong as your attacking unit. So peasants can take spaces so long as they are not defended by other units. Spearmen can take spaces defended by peasants. Knights, by spearmen, etc. Units defend the space they occupy and all adjacent spaces. In addition to defending with soldiers, your capital acts as a defense unit (equivalent in power to a peasant) and you can also build defense towers (equivalent to spearmen).
Units also require resources for their upkeep. A peasant takes 2 resources, a spearman 6, knights 18, and barrons 54. If a territory runs out of resources, all units in that territory die. You can join your territories, obviously, by capturing the spaces in between them. And you can split enemy territories. So a major part of the strategy is to outflank the enemy, splitting his territories, and causing his troops to die of starvation, but without overextending yourself, and opening your own troops to being outflanked.
While playing this, I began wondering how some of these simple strategy game concepts—such as resource management, territory control, and unit purchase costs—could be applied to chess. I began to think it might be fun to add a new game mode to CPM2DoB that incorporates these concepts. The rules I have in mind might go something like this:
- At the start of the game, the spaces in the board are randomly assigned a resource level. They would probably be simple, like three resource levels: low, medium, and high. Low resources spaces would give one resource, medium would give two, and high would give three. The spaces would visually indicate what resource level they give.
- Each player starts with a king. All other pieces must be purchased with resources.
- At the start of the player's turn, he receives resources based on the spaces he controls. Something like full resources for every space he occupies or threatens uncontested (i.e., one of his pieces can move to it, but no other players' pieces can), and half resources if he threatens it, but it is contested (i.e., another player is also threatening it).
- Alternatively, it might be more Slay-like, where once you've captured a space, it's yours and you gain resources for it until another player takes it.
- On his turn, a player could either move a piece or purchase a new piece. New pieces are placed in relation to the king, based on the piece's moves. So a new knight could be placed a knight's move from the king, a new queen would be placed a queen's move from the king. I think in this game mode, pawns could move forwards, backwards, and to the sides, and capture on the diagonals.
- Pieces should require upkeep, probably related to the purchase price. If a player runs out of resources and can't pay the upkeep, I'm not sure what will happen to his pieces. They might start losing health; they might die off in some order (maybe based on piece rank) until the upkeep payment can be made with the player's current resources. Or, I might go full-Slay, and all the pieces die. This might be how you lose.
So, what do you think? I haven't started programming this game mode in yet. I have a number of other changes to make. Most importantly, I need to implement AI, so I have something to test this out against. I have an idea of how I'm going to implement AI, but that is in itself a great big can of worms.
Saturday, April 20, 2013
Quick Takes: Nobody Cares Edition
Wherein I write about things that are only of interest to me.
I had plans for several posts on diverse topics, but seeing as how none of the thoughts were congealing into structured, rounded, complete articles, I have decided to write partially formed, abrupt, unfinished tidbits on things none of you care about.
OK, that last picture of Redemptrix was mean. Here's one of the ship in broad daylight, as an apology.
I had plans for several posts on diverse topics, but seeing as how none of the thoughts were congealing into structured, rounded, complete articles, I have decided to write partially formed, abrupt, unfinished tidbits on things none of you care about.
#
OK, that last picture of Redemptrix was mean. Here's one of the ship in broad daylight, as an apology.
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| Redemptrix, as seen by a space-bug about to get gooshed all over the bow. |
Labels:
Damien,
Minecraft,
miscellany,
quick takes,
star wars,
TV
Thursday, April 18, 2013
The Glory of the Church
I built a cathedral in Minecraft.
I named it St. John Notch, because it was built on land donated from the Notcherani family.
I named it St. John Notch, because it was built on land donated from the Notcherani family.
The cathedral measures 64 L x 48 W x 32 H (not including steps or crosses). I had to level a hill in order to build it.
Tuesday, April 16, 2013
(Some pun involving the word "Holmes")
This was originally going to be a quick take, but I realized it's not actually that quick.
There has been a recent spat of Sherlock Holmes, and of this, The Murloc is quite pleased. Seeing as how she is the proud owner of the complete Basil Rathbone Sherlock Holmes collection (digitally remastered, of course), and any Holmes is good Holmes for her.
| The Detecting Murloc at 221B Baker Street, London, England, in this 2004 file photo. |
Sunday, April 14, 2013
Black as Space
So I figured out why Jack Flint painted his ship black.
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| Full-size Redemptrix in Minecraft (because someone else built the Enterprise). Either that or a black bear attacking campers in a black tent at midnight. |
Especially in the rain.
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| This Redemptrix is made of wool. I hope this doesn't make it shrink. |
Monday, April 8, 2013
The Prime Minister, the President, and the Pope
Fr. Sullivan once remarked in a homily that God gives to the world the people it needs with the talents they need when the world needs them most. As an example, he noted the founding fathers of this country. Never before or since that illustrious group of men has there been gathered in one time and in one place so many minds of such political genius.
A statistician may expect talent to be randomly distributed. Perhaps, due to social and economic factors, talents may be developed in groups, but generally speaking a more homogeneous distribution might be expected. If one looks at history, then clearly this is not the case. Talent is not random and great men don't occur by happenstance. They are placed in a time and place, and rise to the occasions demanded of them.
When the world was facing perhaps the greatest threat mankind had ever produced, the most evil regime, save perhaps Carthage or the Aztecs, three people appeared, as if by divine providence, to bring it to a close. In a time when the world could not foresee a peaceful resolution to the global crisis of communism, when the very real threat of global thermonuclear war seemed frighteningly close, three heroes emerged on the scene and, without firing a single shot, brought the Soviet Union crashing down.
They were from diverse backgrounds; the theory that their concentration of talent arises from a common education or socioeconomic background does not hold. One was the daugher of a grocer, who studied chemistry. One was an actor and broadcaster, who began his career in politics at about the same age most men retire. The third was an unknown Polish priest, who suffered through two occupations.
Together, these three did more than perhaps any other person or group of people to end the communist threat. And for that, the world owes them the highest gratitude.
Nearly two years ago, I commented on the passing of one era of history. Certainly today, another has passed, with the death of former British Prime Minister Margaret Thatcher. She was not a random occurrence, and her position in history was not by happenstance.
A statistician may expect talent to be randomly distributed. Perhaps, due to social and economic factors, talents may be developed in groups, but generally speaking a more homogeneous distribution might be expected. If one looks at history, then clearly this is not the case. Talent is not random and great men don't occur by happenstance. They are placed in a time and place, and rise to the occasions demanded of them.
When the world was facing perhaps the greatest threat mankind had ever produced, the most evil regime, save perhaps Carthage or the Aztecs, three people appeared, as if by divine providence, to bring it to a close. In a time when the world could not foresee a peaceful resolution to the global crisis of communism, when the very real threat of global thermonuclear war seemed frighteningly close, three heroes emerged on the scene and, without firing a single shot, brought the Soviet Union crashing down.
They were from diverse backgrounds; the theory that their concentration of talent arises from a common education or socioeconomic background does not hold. One was the daugher of a grocer, who studied chemistry. One was an actor and broadcaster, who began his career in politics at about the same age most men retire. The third was an unknown Polish priest, who suffered through two occupations.
Together, these three did more than perhaps any other person or group of people to end the communist threat. And for that, the world owes them the highest gratitude.
Nearly two years ago, I commented on the passing of one era of history. Certainly today, another has passed, with the death of former British Prime Minister Margaret Thatcher. She was not a random occurrence, and her position in history was not by happenstance.
Saturday, April 6, 2013
"Catwoman is in my kitchen washing dishes. This is weird."
That was my status update when The Murloc returned from Wondercon last Saturday.
So, while holy people were doing holy things during holy week like taking unholy toddlers to the triduum and such, the Murloc was running around getting her costume ready for Wondercon, in Anaheim, CA, March 29-31.
For this, she created a brand-new classic Catwoman outfit:
So, while holy people were doing holy things during holy week like taking unholy toddlers to the triduum and such, the Murloc was running around getting her costume ready for Wondercon, in Anaheim, CA, March 29-31.
For this, she created a brand-new classic Catwoman outfit:
Let's Code - CPM2DoB Part 4: WHAM!
That, my friends, is the sound of running head-first into the solid brick wall of poor code structure.
I just wanted to let you know that yes, this project is still alive. As Easter loomed, I had a major project due at work that kept me from working on it much, and The Murloc also had a thing happening that required I look after the boys at home. All in all, not much time was to be had for coding.
But I did get it working and playable! (Barely.)
So back to the aforementioned skull-shattering, neck-breaking, spine-telescoping, head-on collision. I was probably about an hour away from a playable build of the game, just putting the finishing touches on the methods that handled pieces movement, damage, captures, transformation, and victory checks, when I discovered a fatal flaw in my code organization. It was caused mainly due to laziness and not thinking ahead, but resulted in a flaming crash.
(The specifics were that I was writing the piece transformation method, y'know to allow a pawn to turn into a queen. Unfortunately, the master list of the different piece types (or "masterPieces" as it's known in the code), was not visible in scope to the transformation algorithm. I could have patched it by awkwardly passing the list as a parameter through the several layers of function calls necessary to get it where it was needed, but that would have been an awkward kludge on what was already a very kludgy mess. The alternative was to move the master piece list to the class where it was needed. But that required one change, which required a restructuring over here, which meant these other methods wouldn't work and would need to be redesigned, which meant this part was now over-complicated and should be streamlined, etc., etc. All in all, what was looking to be an hour or so of coding turned into a week. On the plus side, the code was much better organized once I finished.)
So after struggling fuming, and fussing, I finally got a working build! You can move pieces! And capture! And it will even check for victory conditions! (Yay!)
NYI: Auras.
I just wanted to let you know that yes, this project is still alive. As Easter loomed, I had a major project due at work that kept me from working on it much, and The Murloc also had a thing happening that required I look after the boys at home. All in all, not much time was to be had for coding.
But I did get it working and playable! (Barely.)
So back to the aforementioned skull-shattering, neck-breaking, spine-telescoping, head-on collision. I was probably about an hour away from a playable build of the game, just putting the finishing touches on the methods that handled pieces movement, damage, captures, transformation, and victory checks, when I discovered a fatal flaw in my code organization. It was caused mainly due to laziness and not thinking ahead, but resulted in a flaming crash.
(The specifics were that I was writing the piece transformation method, y'know to allow a pawn to turn into a queen. Unfortunately, the master list of the different piece types (or "masterPieces" as it's known in the code), was not visible in scope to the transformation algorithm. I could have patched it by awkwardly passing the list as a parameter through the several layers of function calls necessary to get it where it was needed, but that would have been an awkward kludge on what was already a very kludgy mess. The alternative was to move the master piece list to the class where it was needed. But that required one change, which required a restructuring over here, which meant these other methods wouldn't work and would need to be redesigned, which meant this part was now over-complicated and should be streamlined, etc., etc. All in all, what was looking to be an hour or so of coding turned into a week. On the plus side, the code was much better organized once I finished.)
So after struggling fuming, and fussing, I finally got a working build! You can move pieces! And capture! And it will even check for victory conditions! (Yay!)
![]() |
| Rememeber: victory is capture-based, not checkmate-based, since checkmate is impossible to determine for random damage and kings that can fight back after taking a few hits. |
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