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Current Projects: Americana Engine (Game Engine Development)

Saturday, January 9, 2016

Americana Engine - Into 2016


"Glad to see it's still alive and kicking."

For months I have considered on exiting the game development market; I have previously made future plans on the basis that after my departure from AD, the game was well on its way with a new Kickstarter and a beta out at the end of 2015, with my efforts gone uncredited and my game engine completely unnoticed since its switch over to Unity.

It appears this was not the case, however, and I have chosen to resume production after looking through this month's statistics.

My career as a software developer may very well depend on completion of the game engine (as well as an optional game) and released for others to see; as many companies take working projects into their hiring considerations, I have determined that it is my responsibility to bring usable quality updates on a timely basis if I want even a remote chance at getting hired.

Upcoming in 2016: (not a complete list)

  • Porting to HTML5 - to make it more accessible to web and mobile devices, and also to serve as a means for others to present small demos without requiring the base game.
  • Possible open-source release on GitHub
  • Customizable GUI (what kind of information you can get, however, will be limited)
  • Project Website adjustments

Tuesday, January 5, 2016

Superhuman, Chess Pieces, and Binary Code

The first performance of the Jan 4 premiere of Superhuman has Zoe Wheeler reciting from memory the sequence of 60 chess pieces (30 white, 30 black). Only there are two types of pieces to memorize: a King (White) and Queen (Black). A 0 or a 1. Binary Code.

Although there are over 1 trillion combinations (more like 118 quadrillion) that figure need not apply here.

Memorizing 60 1's and 0's might be a difficult task, but there are ways to cut down on the memorization significantly.

There are various methods of memorizing groups of binary code, including hexadecimal (grouping four 1/0s together to get 0-9, a-f), and base64 (grouping six 1/0s together to produce a letter or a number). I use the latter since I can memorize a string of 10 letters/numbers easier than other options.

Base 64 Summary:

A set of six 0 and 1's (64 possible combinations) are grouped together to form a single letter or number (A-Z, a-z, 0-9). Two more characters are used for the binary values of 63 and 64 since the total number of letters and numbers = 26+26+10 = 62. There aren't a string of seven black/white pieces in a row, so they can be skipped for the purposes of memorizing this.

Solving:

The order the pieces are laid out are as follows (Treating a white piece as a 1, with the piece closest to her as the first):

100101 001001 010010 001001 010100 111010 110110 001010 111001 101101

This can be encoded to base 64 as follows:

37 9 18 9 24 58 54 10 57 45
kIRIT 51J4s

Now it's a matter of memorizing this string, converting it back to binary, and reciting it... in front of a live audience.

Thursday, December 24, 2015

Americana Dawn @ Co-Optional Podcast

There was a mention on Americana Dawn in Dec 24th's Co-Optional podcast in the section 'What games did you Kick-start this year?', where KiteTales mentions AD (considering she provided the narration for the Kickstarter portion of the trailer), while opinions were mainly based on the Greenlight page, which was updated a year ago. I looked this up after finding a post about this on twitter.

I will not say anything more about this, other than the fact that it actually ended last year, unless she was referring to a new Kickstarter already launched this year (in which case I have not seen or heard anything about it) and the official websites have moved while the social media page links (on FB, YT, etc) were not updated to point to them.

Sunday, December 13, 2015

Ghirardelli Chocolate Sale

During my previous visit a day before Thanksgiving, I was handed a coupon for this weekend's sales (although you can obtain the same coupon online). It looks like an ordinary additional 15% off purchase, but it's much more than that. I have used some of the chocolates bought today as part of gift bags for this upcoming Christmas.

Here's the summary of the holiday sales:

  • Large outdoor tent with free samples and hot chocolate
  • Take a picture with Santa
  • 5 Stack Gold Tower: $34.95
  • Large Stand up Bags: $4.25 (Holiday Sea Salt / Peppermint / Classic / Limited Edition Collections)
  • Variety of Christmas Tins
  • Small Stand Up Bags: $2.50 (from $2.99 / $2.66 when buying 5)
  • All Bars: $2.50 (from $3.00)
  • Factory Seconds Case (Dark Chocolate Sea Salt Brownie): $15.00 (from $17.50)
  • 430 Milk and White Squares: $100.00
  • Bulk Candy and 80ct Bags remain unchanged in price

Unlike other sales promotions, you can use this coupon to discount items that were already heavily discounted from the Warehouse Sale (this was confirmed with the assistant manager).

Stand-up bags become $2.18 per bag (buying five of them is not required) and a dozen bars, assuming you don't mind minor quality aesthetics, averages out to be $1.06 (which is around the price lower quality Falize Chocolate bars sell at the 99c store).

If you want to start giving early, the coupon is not consumed when you pay for the chocolates, so you can gift your coupon to someone else.

Saturday, October 31, 2015

Apple Hill Farms

During Halloween, I decided to head over to Apple Hill, mainly to explore, get an Apple Pie, and possibly visit the Chestnut Festival at Smokey Ridge. Despite it being listed today (according to the Apple Hill 2015 website) they did not seem to have it upon passing by late afternoon, although there were a lot of other things to look at. The farms I visited were the following:

Rainbow Orchards: Sells a variety of stuff, including apples, baked goods, jams, apple cider doughnuts and hard cider. Has outdoor seating and music performances on certain days. The size of the doughnut is a bit smaller than a regular doughnut. There is a BBQ out there as well; they sell sandwiches and hotdogs ranging from $5-9. The apple pies here are moderately expensive.

There is a price listing here.

Kids Inc: Sells large apple pies, some apples (they have samples available), and a few vegetables. Contains several vendors and a giant corn maze / pumpkin patch. Menu is located here, with a few pies raised by 50 cents. There is also a grand view of the apple fields from the hillside.

Abel's Apple Acres: Sells the largest variety of apple baked goods that I've seen so far, as well as candies and gifts. There are at least three places to buy food from, and there's attractions and vendors outside. Apple pies are relatively inexpensive here (at around $11-12 per pie, both baked and frozen).

Tip: Bring a map and figure out your route prior to heading over. It's easy to get lost out here, even with a GPS, and some of the signs for these apple farms are hard to see from a distance.

Wednesday, October 14, 2015

Americana Engine: Redesign


Minor (but important) differences in the script syntax from Beta 3 -> 5, especially for branching statements.

A number of changes have been made to the underlying code as well as scripting format in order to both improve readability and performance. Compiled maps from Engine Beta 3 or below* may not be playable since a lot of crucial triggers will not work properly, making Beta 4 the last official version for backwards compatibility. For more information on what may appear in Beta 5, see the changelog.

Brief list of changes:

  • All resources now load outside triggers instead of as actions.
  • Strings are now compressed for standalone maps
  • Map variables now include strings as well
  • Variable pointers are used at the beginning of a variable instead of extra values on an action
  • Jump Actions now made into If-Then statements by default
  • Locations were reworked
  • A lot of internal code was refactored

Next:

  • Faster map reloads
  • New GUI for terrain editing

Development Comments:

Loading resources were originally placed in triggers since there was originally enough of them would cause lag if they were placed at the beginning. After some consideration, not only does sounds and resources loaded in the middle of a map cause a few inconsistencies, they can also break some parts of a map if a trigger that loaded them happened to be skipped over for some reason, and another trigger loaded them instead. Additionally, loading in the middle will also lag for the time the texture or sound loads in realtime, and is more significant if the file being loaded is large. It's not going to make a difference in compiled maps, since all of the data is loaded at the beginning.

To centralize the location where all resources will be loaded, all resource calls are now outside triggers, and there should now be no question as to where these statements can be placed and if they will run or not.

Jump Actions were implemented because of the way the script was interpreted; You needed to get to a line, and there's a trigger to do so. Originally the jump statement required a number and optionally direction (up or down). During early stages of beta testing, users had difficulty with figuring out where these statements were jumping to, and most of the time was spent fixing issues and having to readjust the code every time a line was added in the middle. I also did not want to promote bad programming practices, and this one did it with spaghetti code. The problem was resolved with conditional statements instead. Jump to line is still there, just using labels now.

A bunch of code was refactored (and placed into separate source files) since it became progressively harder to add new features, and even more so to maintain. Prior versions placed most of the map rendering and editing functions in a single cpp file, and class definitions in several other header files. It was nearly impossible to split the main cpp file up as class methods pulled data from global variables. In larger teams, the same cpp file was being edited, which can get extremely cumbersome as all revisions from each commit had to be merged and reviewed so that it didn't cause conflicts and/or errors in the source file, as well as other classes referencing it.

The Battle Simulator in previous game engine releases is not compatible with the current engine version and will not be included in release builds, however source code for the map will be available as a separate download for anyone interested in updating it.

Sunday, September 6, 2015

Ghirardelli Chocolate Factory Outlet + Price Comparision


Running out of Ghirardelli chocolates, I went to get some more in other locations. After spotting this factory outlet from riding the BART some time ago, I went to take a closer look, considering that I was heading in that direction.

Aside from the Pick and Mix display that I saw in Lathrop (as well as in SF) there were also a number of new items and a large amount of chocolates in cases (sold as stand up boxes) for a considerable discount.

While trying to figure out what gives me the best deals, someone asked me for help on what to buy (for one of his events) while saving as much money as possible. I'm also trying to save as much as I can since I buy in bulk (several dozen squares at a time). Which is what brought me to...

Calculations and Best Deals

The prices are calculated for 10 regular squares, with the following notes:

  • This is an incomplete list. Prices were last checked on Sept 2015 and do not include tax. Unless stated otherwise, the prices below refer to general squares sold in Livermore, San Leandro, and Lathrop (the last two which are Factory Outlets).
  • Take Out Boxes in SF are not included because I did not actually check how many could be stuffed in there.
  • The prices found in Disneyland California Adventure are the same as those in SF.
  • Twilight Delight and 60% Cocoa in stand up bags contain 13 of them instead of the standard 10 for the same price.
  • Variety bags and seasonal squares were not checked.
  • The 12x Bag Discount was intended to be bought as a case.
  • 15% discount (on receipts) was used on anything it could be applied on (in brackets).
  • Costco's Assortment is Milk & Creamy Almond, Dark & mint, Milk & Caramel, and Dark & Sea Salt Caramel.
  • Prices do not include discounts from buying Ghirardelli's gift cards in bulk from other locations (such as Costco)

That said, the best option for cost effectiveness would simply be to get them from an outlet store, and in bulk. If you're not in California, then from Costco if you favor caramel chocolates (though it is seasonal), and Target / a discount grocery store otherwise.

Type Minimum Quantity Total Price Price for 10
Chocolate Heaven - Stand up Bag 10 8.95 8.95
San Francisco - Intense Dark Gift Box 16 / 32 12.95 / 22.00 6.88 / 8.09
San Francisco - Filled Cable Car 45 25.00 [21.25] 5.56 [4.72]
San Francisco Chocolate - 1 Bag 33 16.95 [14.41] 5.13 [4.37]
San Francisco - Pick and Mix 15-22 19.90 / lb [16.91] 4.66-6.59 [3.84-5.64]
Alcatraz Market 10 4.99 4.99
San Francisco Chocolate - 3x Bag 99 42.00 4.24
CVS / Safeway - Stand up Bag 10-13 5.19 3.99-5.19 [2.68-3.49]
Online Store - Case Pack 430 / 530 170.00 / 190.00 3.95 / 3.58
80 Count Squares Bag - Overstock 80 27.95 [23.75] 3.49 [2.96]
Target - Stand up Bag 10-13 4.49 3.45-4.49
Pick and Mix 15-22 12.00 / lb [10.20] 2.72-4.00 [2.31-3.40]
Factory Outlet - Filled Cable Car 45 17.00 [14.45] 2.65 [2.25]
Walmart.com - Stand up Bag 10-13 3.38 2.60-3.38
Costco - 80 Count Squares Bag 80 19.99 2.50
Costco - 50 pack (Assorted or Caramel) 50 11.69 2.34
80 Count Squares Bag - Overstock (x3) 240 55.90 2.32
Factory Outlet - Stand Up Bag 10-13 2.98 2.29-2.98
80 Count Squares Bag - Overstock (x5) 400 83.85 2.09
Factory Outlet - 5x Stand Up Bag 50-65 13.30 2.04-2.66
Factory Outlet - 12x Stand Up Bag 120-156 28.80 1.84-2.40
Costco - 50 pack (Assorted or Caramel) - Discounted 50 8.69 1.74