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	<title>The Lone Stranger Network &#187; games</title>
	<atom:link href="http://blog.lonestranger.net/category/games/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.lonestranger.net</link>
	<description>things that are only connected in my brain</description>
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		<title>LD48 #16 Will Include a Lone Stranger</title>
		<link>http://blog.lonestranger.net/2009/12/04/ld48-16-will-include-a-lone-stranger/</link>
		<comments>http://blog.lonestranger.net/2009/12/04/ld48-16-will-include-a-lone-stranger/#comments</comments>
		<pubDate>Sat, 05 Dec 2009 00:00:05 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[basecode]]></category>
		<category><![CDATA[ld48_16]]></category>
		<category><![CDATA[ludum dare]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/?p=158</guid>
		<description><![CDATA[Like a broken record, my Java basecode for the Ludum Dare 48 Hour Game Programming Competition #16 is largely the same as the past two three four five competitions. I haven&#8217;t made any changes to it since the last compo, despite saying that I wanted to. Recently I have been dabbling with C++ again, though [...]]]></description>
			<content:encoded><![CDATA[<p>Like a broken record, my Java basecode for the Ludum Dare 48 Hour Game Programming Competition #16 is largely the same as the past <span style="text-decoration: line-through;">two</span> <span style="text-decoration: line-through;">three</span> <span style="text-decoration: line-through;">four</span> five competitions. I haven&#8217;t made any changes to it since the last compo, despite saying that I wanted to. Recently I have been dabbling with C++ again, though I don&#8217;t feel that I&#8217;d manage very well using it in a compo at this time.</p>
<p><a title="Basecode" href="http://www.lonestranger.net/ld48/LD48_15_LoneStranger_Basecode.rar" target="_blank">Download it here.</a></p>
<p>Goals are pretty much repeating what I said last time:</p>
<ul>
<li>
<div style="text-align: left;">Keep the same art style as last time.  I sketched things out on paper and scanned them in so I could colorize.  Keeping with bold colors and gradients is probably what I&#8217;ll do.</div>
</li>
<li>
<div style="text-align: left;">KISS &#8211; Keep It Simple, Stupid!  Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.</div>
</li>
<li>
<div style="text-align: left;">Make useful additions to the basecode that can be used in later competitions.  The screenshot stuff is an example of something I did previously that helps out a lot.</div>
</li>
<li>
<div style="text-align: left;">Finish most of the work by Saturday night so I can spend Sunday polishing.</div>
</li>
<li>Don&#8217;t run into dumb problems that eat up eight hours.</li>
</ul>
<p>Tools in use:</p>
<ul>
<li><a href="https://cds.sun.com/is-bin/INTERSHOP.enfinity/WFS/CDS-CDS_Developer-Site/en_US/-/USD/ViewProductDetail-Start?ProductRef=jre-6u16-oth-JPR@CDS-CDS_Developer" target="_blank">Java 6 SDK</a> (though last time I included a version for JDK 5)</li>
<li><a href="http://www.eclipse.org/" target="_blank">Eclipse IDE</a></li>
<li>Photoshop, maybe some Illustrator</li>
<li>DrPetter&#8217;s <a href="http://www.ludumdare.com/compo/2007/12/13/sfxr-sound-effects-for-all/" target="_blank">sfxr</a> for sound effects</li>
<li>Audition, if I can get it to play well with my sound card</li>
<li>HP OfficeJet 6450 All-In-One for scanning doodles</li>
<li>No Fear Energy Drink Sugar Free (Hopefully Boris Said and Carter Racing will run some Sprint Cup this year)</li>
<li>Everlasting Gobstoppers</li>
<li>mIRC for chattery</li>
<li>Killer Game Programming in Java and the base code I mentioned above.</li>
</ul>
<p>Can&#8217;t wait to see what the theme is.  Hope it&#8217;s a fun one!</p>
]]></content:encoded>
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		<item>
		<title>Ludum Dare 48 #15 &#8211; Caverns Post-Mortum</title>
		<link>http://blog.lonestranger.net/2009/08/31/ludum-dare-48-15-caverns-post-mortum/</link>
		<comments>http://blog.lonestranger.net/2009/08/31/ludum-dare-48-15-caverns-post-mortum/#comments</comments>
		<pubDate>Tue, 01 Sep 2009 05:07:03 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[ld48_15]]></category>
		<category><![CDATA[ludum dare]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/?p=149</guid>
		<description><![CDATA[This was probably the best Ludum Dare weekend I've had.  My game was more than just a tech demo or an 'unfinished' idea.  Of course, they never are truly complete after 48 hours time; there is always something else that can be tweaked or added.  When all was said and done, however, my entry was a playable game.]]></description>
			<content:encoded><![CDATA[<p><em>[This is a crosspost from the <a href="http://www.ludumdare.com/compo/2009/08/31/lonestrangers-caverns-post-mortem/" target="_blank">Ludum Dare</a> competition blog.  You can download my entry <a href="http://www.ludumdare.com/compo/ludum-dare-15/?action=rate&amp;uid=203" target="_blank">here</a>.]</em></p>
<p>This was probably the best Ludum Dare weekend I&#8217;ve had.  My game was more than just a tech demo or an &#8216;unfinished&#8217; idea.  Of course, they never are truly complete after 48 hours time; there is always something else that can be tweaked or added.  When all was said and done, however, my entry was a playable game.</p>
<h3>Background</h3>
<p>The theme was not one that I had put much thought into before it was announced so I really had zero ideas at Go time.  One thing that kept popping into my head was the <em>Kroz</em> series of games by Apogee software back in the late 80&#8217;s/early 90&#8217;s.  They&#8217;re all pretty much the same engine with a new collection of levels, but one was called <em>Caverns of Kroz</em>.  The object of the game is to take your hero through twenty or thirty levels to find or capture some relic.  Along the way you had to run, whip or out-maneuver swarms of monsters and solve puzzles.  I had always thought those games were neat, and it would be interesting to try and &#8216;recreate&#8217; some of that nostaliga.  <em>Caverns of Kroz</em> didn&#8217;t have anything special that made it more caverny than the rest in the series, but I thought I could do better with actual graphics instead of ASCII art.</p>
<div id="attachment_151" class="wp-caption aligncenter" style="width: 310px"><a href="http://blog.lonestranger.net/wp-content/uploads/2009/08/kroz.gif"><img class="size-medium wp-image-151" title="kroz" src="http://blog.lonestranger.net/wp-content/uploads/2009/08/kroz-300x226.gif" alt="Kingdom of Kroz" width="300" height="226" /></a><p class="wp-caption-text">Kingdom of Kroz</p></div>
<div id="attachment_152" class="wp-caption aligncenter" style="width: 310px"><a href="http://blog.lonestranger.net/wp-content/uploads/2009/08/20090830_202424867.png"><img class="aligncenter size-medium wp-image-152" title="20090830_202424867" src="http://blog.lonestranger.net/wp-content/uploads/2009/08/20090830_202424867-300x225.png" alt="20090830_202424867" width="300" height="225" /></a><p class="wp-caption-text">LoneStranger&#39;s Caverns</p></div>
<h3><span id="more-149"></span>Graphics</h3>
<p>One of the first things I do in a LD is grab a piece of printer paper and start sketching some objects.  More is better, even if I think I may not use them.  For <em>LSC</em>, I sketched a few doodles and scanned them in.  The designs were done in homage of the original ASCII characters and colors.  For example, my monsters look remiscent of the <strong><span style="color: #ff0000">Ä</span></strong>, <span style="color: #00ff00"><strong>Ö</strong></span> and <span style="color: #0000ff"><strong>Ω</strong></span> characters.  The first problem I had to resolve was how big to make the map.  <em>Kroz </em>uses something like 60&#215;24, but I don&#8217;t really like how smushed that is.  I wanted a square ratio on an 800&#215;600 pixel window.  This led me to pick 16&#215;16 as the tile size, which seemed small to me.   For the first couple tiles, the floor and the walls, I used 16&#215;16 image to create them.  That went OK.  Next I took a look at my scans to turn them into tiles.  I did an overhead view of the player, basically just a head and shoulders.  I created the tile originally as a full 120&#215;120 image with margins.  I colored him yellow and red like the <em>Kroz</em> hero.  I copied the merged image and pasted it into a new document that I then resized to 32&#215;32.  Inside the drawing routines I have it again resized on the fly as 16&#215;16.  The reason for this was that I may want to add a &#8216;zoom&#8217; feature to the game in the future and it would be great if the images didn&#8217;t get pixelated.  I followed the same procedure for all the rest of the tiles.</p>
<p>The style of the art is not much different than the other LD entries I&#8217;ve done.  I don&#8217;t try to draw the straightest or the best.  I just draw to my ability.  Those are then scanned in and then modified in Photoshop.  Since I shrunk these down, you don&#8217;t see the imperfections as much, and maybe that&#8217;s better?  I don&#8217;t think some people &#8216;get&#8217; that the imperfect art is part of my style and I think I get marked down for it sometimes.</p>
<h3>Coding</h3>
<p>This is the fourth time I&#8217;m using the same general base code for my LD entry.  I think it shows because I have a hang of it&#8217;s abilities and limitations and I can get what I need to get done faster and more efficiently.  Also, each LD I add more basic functionality to it so I don&#8217;t have to reinvent the wheel each time, as they say.  Additions this time are an unfinished menu system and a tile/map data structure.</p>
<p>Most everything that I coded worked fairly soon thereafter, even the changes that take 30 minutes in between builds.  I think I had only two major problems: monsters moving over walls and monsters not dying when they move onto the player.  The first problem was because I couldn&#8217;t figure out why my collision detection logic was failing for monsters.  And it wasn&#8217;t.  I had an errant semicolon tagging along the end of an <em>if</em> statement.  My logic was fine and the if was completing an empty statement.  Then the next line moved the monster anyway.  The second problem was weird in that the monsters would sometimes die when they moved into the player, but not always.  A majority of that problem was due to how I keep track of the monsters.  I have two references for them.  One is in a two dimentional array similar to the tile map.  Either the cell has a link to a monster, or it&#8217;s null.  The second reference is in a linked list.  The grid is used for monster-monster collision detection since I only have to check the cell next to the monster for another monster.   The linked list is used when I have to traverse each monster object and is faster than checking every cell in the grid.  It&#8217;s actually a great idea but I was trying to solve the monster-player collision problem without actually having a fully implemented monster-monster collision.  It turned out that the monsters were moving into the same spot and the second monster was overwriting the first monster&#8217;s entry in the grid.  It was weird but once I finished implementing that code the rest fell into place.</p>
<p>These two problems cost me about eight hours split over Saturday night and Sunday morning.  If I didn&#8217;t have those problems, then my game would have been that much more complete.</p>
<p>I didn&#8217;t try to do anything too fancy in my code.  I could have spent more time doing things in a more efficient way for the future, but instead I hardcoded some functions just to get it done.  For example, I have eight different functions for the different directions in many parts of the code.  Those could probably be pared down to one in each situation if I passed some variables in.  I&#8217;d also like to combine the collision detection and movement between the player and the monsters.  Maybe base them from the same Mobile class or something.</p>
<h3>What I did Wrong</h3>
<p>Other than those two issues that I mentioned above, there wasn&#8217;t a whole lot that I did wrong while coding.  I did have a few too many distractions over the weekend.  My folks came over on Saturday to swim (which is great because it was triple-digit weather) and have dinner so I lost a few hours there.  That by itself wasn&#8217;t a problem but when I was actually coding I had the TV on which split my attention.</p>
<p>I also forgot to tie the score in with anything being done by the player.  Not a big deal, since score isn&#8217;t really much in the game yet, but it should have added some points for killing monsters and grabbing gems and whips.</p>
<p>Apparently my sounds were a bit harsh.  I used DrPetter&#8217;s <em>sfxr</em> to create them, but I must have used some weird settings because they sound fine through my 5.1 speakers, but they are harsh through headphones.  I guess I&#8217;ll have to do sound through headphones next time and hope that translates through the speakers.</p>
<h3>What I did Right</h3>
<p>I think I was helped by trying to emulate the <em>Kroz</em> series of games and it wasn&#8217;t because I had a model to &#8216;copy&#8217; from.  I think the key was that the limits on what I was setting out to accomplish were already fairly firm.  I didn&#8217;t have to try to build in some weird functionality for the future, since I already knew where I was ending up.  The other LD weekends started with an idea that was to be flushed out later.  The only problem is that later usually doesn&#8217;t come and I am stuck with an incomplete game or a complete &#8216;thing&#8217; that isn&#8217;t fun.</p>
<h3>What I Wanted to Do After Last Compo</h3>
<p>I wanted to work on my basecode after LD48 #14, and I did that.  I also wanted to scale down my goals, and I think I was able to manage my goals this time around by not setting them too high.  I think it&#8217;s a win.</p>
<h3>What&#8217;s Next?</h3>
<p>I&#8217;d like to continue with this project and there are a few obvious things I can do.</p>
<ul>
<li>Make the code more efficient and easier to read</li>
<li>Profiling execution.  I haven&#8217;t tested lots of monsters or animated tiles yet, but it will probably suffer from performance issues.</li>
<li>Level editor</li>
<li>More objects and tiles</li>
<li>Better level file format</li>
<li>Continue adding basic functions to the basecode</li>
</ul>
<p>So Mortem?  This thing&#8217;s just getting started!</p>
]]></content:encoded>
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		<item>
		<title>Field Commander &#8211; Eve&#8217;s Study solution</title>
		<link>http://blog.lonestranger.net/2009/03/04/field-commander-eves-study-solution/</link>
		<comments>http://blog.lonestranger.net/2009/03/04/field-commander-eves-study-solution/#comments</comments>
		<pubDate>Thu, 05 Mar 2009 02:54:03 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[eve's study]]></category>
		<category><![CDATA[faq]]></category>
		<category><![CDATA[field commander]]></category>
		<category><![CDATA[psp]]></category>
		<category><![CDATA[solution]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/?p=72</guid>
		<description><![CDATA[I've been playing Field Commander on the PSP for many months now.  It's a great game and for the most part, once you get the hang of the units, each map can be completed in one or two tries in usually less than an hour.  I went through a good deal of the game playing for a little bit right before bed or when I had some time to kill here or there.  Everything was cool and fun until I got to a level called Eve's Study.  I got so frustrated that I almost quit the game.  Looking online for help was futile.  Others had the same problem but no one came forward with a solution.  I'm here to document what I did so that others can hopefully not get as frustrated and continue to enjoy this fantastic game.]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been playing Field Commander on the PSP for many months now.  It&#8217;s a great game and for the most part, once you get the hang of the units, each map can be completed in one or two tries in usually less than an hour.  I went through a good deal of the game playing for a little bit right before bed or when I had some time to kill here or there.  Everything was cool and fun until I got to a level called Eve&#8217;s Study.  I got so frustrated that I almost quit the game.  Looking online for help was futile.  Others had the same problem but no one came forward with a solution.  I&#8217;m here to document what I did so that others can hopefully not get as frustrated and continue to enjoy this fantastic game.<span id="more-72"></span></p>
<p>The level&#8217;s goal is pretty straight forward.  Capture the airport, ferry a trooper over to an island and capture the city, all in 40 turns.  It&#8217;s not that easy though, as the enemy uses snipers and stealth tanks to stop you.  Whenever I would get close, they would nail me from a distance.  I could never get that airport and when I did, I would run out of time before I could get a unit over to the island.  After the first five or six failures, I started trying different strategies until I came across one that worked.</p>
<p>The default division is the Swarming Wasps.  At first they don&#8217;t seem like the best pick for the map.  They are cheap to build, but can&#8217;t use terrain very well and capture slowly.  They will be the key to victory,  however.  The enemy is the Black Bears and they have no real strengths or weaknesses.</p>
<p>To beat this level there are three things you have to do:</p>
<ul>
<li>Counter their snipers and stealth tanks with your own snipers and regular tanks</li>
<li>Stop their reinforcements</li>
<li>Use your division&#8217;s special abilities</li>
</ul>
<p>At the start of the level, move your units up the two roads; one on the west of your main base and one on the east.  On the west road, capture the building.  On the right road, don&#8217;t bother with the building; your units will just get killed trying to capture it. The forest is helpful here, because it mostly keeps the enemy blocked from coming directly down to your base and it gives your units a place to hide. As soon as you can, make two snipers and send then up into this forest and into stealth mode.  Use your scouts to get them up there faster.  A truck would help you ferry guys faster as well, so build one in the next turn or so.  Don&#8217;t go rushing into the area north of the forest.  You&#8217;ll just get cooked.  Use your snipers to pick off their units as they get close and un-stealthed.  After the city along the west road is captured, send your trooper west to the factory and capture that for an easier time inserting units into the battle.  If possible, capture the other building as well.</p>
<p>This map gives you the ability to call in an Air Strike.  Don&#8217;t waste it on single units unless you are poorly matched up in an inevitable face-off.  If I didn&#8217;t see at least two enemy units in a line within five squares, I waited a turn or two to use it.  Don&#8217;t forget it exists, and use it to soften up units before making your attacks. Once you use it, you&#8217;ll have to wait for it to build up again.</p>
<p>Just as you get a special unit to Air Strike, the enemy has a special EMP-like attack that will cause the target and nearby units to not be able to move for the next turn.  They tend to use it well enough to slow you down right before you are about to make a move.</p>
<p>While you&#8217;re capturing on the left side and snipering in the center of the map, you&#8217;ll want to help yourself out by slowing the enemy reinforcements.  I&#8217;ve had success moving either a tank or an anti-aircraft gun up the east road to their factory and just camping out there.  If you wait until your trooper is capturing the factory in the west, you may be able to avoid trouble as they move units west to counter. They will occasionally try to destroy the unit on the factory, but if you keep the number of their units low, the AI will prefer to reinforce the battle rather than free their factory.</p>
<p>Scouts are helpful in revealing stealthed enemy units so that your snipers and tanks can attack.  Stealth units are not as effective when they aren&#8217;t stealthed, so you can take advantage of that.  On the flip side, your own stealthed units can help stall the enemy, as they will stop moving and end that unit&#8217;s turn when they come across one of your snipers waiting in hiding.  When they stop moving, it usually means they have missed a chance to attack so you should strike first with a tank or other sniper.  Afterward, move your unit away and back into stealth mode.</p>
<p>So far, I haven&#8217;t mentioned anything about capturing the airport.  That&#8217;s because you don&#8217;t need to.  Yes, I know that is what the mission briefing tells you to do, and I&#8217;m sure it&#8217;s possible, but that&#8217;s not the only option.</p>
<p>Your division has two abilities that you can take advantage of.  Double Shot creates two stealth fighters at half strength near your base.  As soon as this ability is available, use it.  Then send those two up the left side of the map.  Park them over a captured city to recharge them if you want, but it&#8217;s not totally necessary.  I&#8217;ve had to use them in combat a few times to protect the capturing trooper, but that&#8217;s not their main goal.  When you get a chance, send them up to the island in the northwest corner that doesn&#8217;t have the city on it.</p>
<p>The second ability of the Swarming Wasps is Eject.  This destroys one of your fighters, but does 100% damage to that square and 75% to adjacent squares.  It also dumps a half-health grunt on the ground.  It can only be used next to or on an enemy unit.</p>
<p>Well, what do you know?  After awhile, the enemy decides to reinforce the target island with an anti-aircraft gun.  You might think that is bad, but in actuality, you need it there.  Since the Eject ability requires an enemy to be nearby, you&#8217;ve just been handed victory.  Take one of your fighters and end it&#8217;s turn over the anti-aircraft gun.  Do the moves for the rest of your units.   If you aren&#8217;t in the middle of combat, send your units up between the water and the enemy&#8217;s second factory, and be sure to sit someone on the actual factory to stop the enemy from building anything.  Go back to the fighter and select Eject.  It should blow up the anti-aircraft gun and leave you with that damaged grunt.  Take the unit and begin capturing the city.</p>
<p>You aren&#8217;t home free yet.  Once you start the capture, the enemy will bring in yet more reinforcements from off the map.  An anti-aircraft gun and a rocket launcher.  The units you moved near the water should be able to overrun these two before they can do any damage.  Keep capturing the city, destroying any other enemy units you find, and prepare your victory speech.</p>
<p>I hope that this guide can help at least one person get unstuck on this level.  This is one of my favorite PSP games and an extremely well-done representative of the genre.  If this solution helped you, please comment and let me know!  If you need more assistance, well, I can try that too.</p>
]]></content:encoded>
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		<title>LD48_13 basecode &amp; goals</title>
		<link>http://blog.lonestranger.net/2008/12/05/ld48_13-basecode-goals/</link>
		<comments>http://blog.lonestranger.net/2008/12/05/ld48_13-basecode-goals/#comments</comments>
		<pubDate>Fri, 05 Dec 2008 23:16:24 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[basecode]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[ld48_13]]></category>
		<category><![CDATA[ludum dare]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/?p=56</guid>
		<description><![CDATA[My basecode For LD48_13 is largely the same as the past two competitions.  I have updated it a little:

Classes are now organized into the package net.lonestranger.common, game and network.
Network isn&#8217;t really too useful yet.  The only class that exists in it is called Report.  It&#8217;s job is to take a string of data and send it [...]]]></description>
			<content:encoded><![CDATA[<p>My basecode For LD48_13 is largely the same as the past two competitions.  I have updated it a little:</p>
<ul>
<li>Classes are now organized into the package net.lonestranger.common, game and network.</li>
<li>Network isn&#8217;t really too useful yet.  The only class that exists in it is called Report.  It&#8217;s job is to take a string of data and send it via POST to a website, where it can be digested as fit.  For example, sending scores back to a central repository.</li>
<li>You can take jpg screenshots by hitting F10.  They are named based on the current date/time and dumped into the working directory. </li>
</ul>
<p>Here is the link to <a title="LD48_13 Base Code" href="http://www.lonestranger.net/ld48/LD48_13_LoneStranger_Basecode.zip">download</a> it.</p>
<p>I didn&#8217;t really list my goals in my declararion post a few days ago, so I&#8217;ll do it now.</p>
<ul>
<li>
<div style="text-align: left;">Keep the same art style as last time.  I sketched things out on paper and scanned them in so I could colorize.  Keeping with bold colors and gradients is probably what I&#8217;ll do.</div>
</li>
<li>
<div style="text-align: left;">KISS &#8211; Keep It Simple, Stupid!  Making something too complex is just a recipe for a headache at 1pm on Sunday afternoon.</div>
</li>
<li>
<div style="text-align: left;">Make useful additions to the basecode that can be used in later competitions.  The screenshot stuff is an example of something I did previously that helps out a lot.</div>
</li>
<li>
<div style="text-align: left;">Finish most of the work by Saturday night so I can spend Sunday polishing.</div>
</li>
</ul>
<p>Ok, time to finish work and then I&#8217;m off to Thanksgiving, The Sequel, but I&#8217;ll check in after 8pm Pacific tonight to see the theme I need to start thinking about.  I expect everyone to be in FULL CODE MODE when I get back.  <img src='http://blog.lonestranger.net/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
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		<title>LD48_13 is nigh!</title>
		<link>http://blog.lonestranger.net/2008/12/02/ld48_13-is-nigh/</link>
		<comments>http://blog.lonestranger.net/2008/12/02/ld48_13-is-nigh/#comments</comments>
		<pubDate>Wed, 03 Dec 2008 05:14:36 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[ld48_13]]></category>
		<category><![CDATA[ludum dare]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/?p=51</guid>
		<description><![CDATA[The 13th Ludum Dare 48hr Game Programming competition starts this Friday, so it&#8217;s time to get the tools in order so there is less fussing when time is running short.  Also, my wife and I have been invited to Thanksgiving, The Sequel this Friday, so I won&#8217;t be home when the topic is announced.  I&#8217;ll [...]]]></description>
			<content:encoded><![CDATA[<p>The 13th Ludum Dare 48hr Game Programming competition starts this Friday, so it&#8217;s time to get the tools in order so there is less fussing when time is running short.  Also, my wife and I have been invited to Thanksgiving, The Sequel this Friday, so I won&#8217;t be home when the topic is announced.  I&#8217;ll try to check in to LD.com with my phone so I can at least start planning things out in my head.</p>
<p>So let&#8217;s take a look at what I&#8217;ll be using&#8230;<span id="more-51"></span></p>
<li>Java 6 SDK</li>
<li>Eclipse 3.3.2 IDE</li>
<li>Photoshop CS2</li>
<li>HP OfficeJet 6450 All-In-One for scanning doodles</li>
<li>No Fear Energy Drink (Go Boris Said #60!)</li>
<li>Everlasting Gobstoppers</li>
<li>mIRC for chattery</li>
<li>Killer Game Programming in Java and the <a title="LD 48 Basecode" href="http://www.lonestranger.net/ld48/LD48_11_LoneStranger.zip" target="_blank"><span style="color: #cccc99;">base code</span></a> I used from last two compo, plus some enhacements.</li>
<li>Rock Band USB microphone, unless I get to the store to buy an adapter for my real mic.</li>
<li>Rock Band USB Drums plus the <a title="Drum Machine" href="http://andrewrudson.com/drummachine/main.php" target="_blank">Drum Machine</a> from Andrew Rudson.</li>
<p>The two additions are the USB devices.  I actually used the mic last compo to make the sounds for the monster, arrows and stair-stepping in my tower game.  I will have to go stock up on Gobstoppers and No Fear Energy Drink.</p>
<p>I&#8217;ve just fired up Eclipse to create my workspace for this Friday.  It helps to have a clean app that opens up a window so I can get down to business once the theme is announced.  I wanted to add some functionality to the base code to make things easier.  For compo 12, I added the screen shot button so that I could easily take snaps of my progress.  This time, I want to integrate a simple logging class to make debugging easier.  If I get it done in time, I&#8217;ll link to a new base code zip file later in the week. </p>
<p>Anyway, I&#8217;m looking forward to completing a decent entry.  One of my personal goals is to crack the top five in any of the game categories.  It was nice last time to get in the top five for Food, but it would be even better for a game category.</p>
<p>See you then!</p>
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		<title>LD48 Competition #11 Final Entry &#8211; BlockOut</title>
		<link>http://blog.lonestranger.net/2008/04/20/ld48-competition-11-final-entry-blockout/</link>
		<comments>http://blog.lonestranger.net/2008/04/20/ld48-competition-11-final-entry-blockout/#comments</comments>
		<pubDate>Mon, 21 Apr 2008 05:33:27 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[ld48_11]]></category>
		<category><![CDATA[ludum dare]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/2008/04/20/ld48-competition-11-final-entry-blockout/</guid>
		<description><![CDATA[I managed to cobble together a mildly playable version of my game in time for the end of the Ludum Dare 48 Game Development  competition this weekend. 
It&#8217;s a concept that I had been toying with this past week, jotting down some ideas and refining it along the way.  Quite simply, it&#8217;e the game Breakout, only [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.lonestranger.net/wp-content/uploads/2008/04/ld48_11_screenshot03.gif" title="BlockOut v0.LD48_11 (4/20/08)"><img align="right" src="http://blog.lonestranger.net/wp-content/uploads/2008/04/ld48_11_screenshot03.thumbnail.gif" alt="BlockOut v0.LD48_11 (4/20/08)" /></a>I managed to cobble together a mildly playable version of my game in time for the end of the <a target="_blank" href="http://www.imitationpickles.org/ludum/2008/04/20/t4848-final-entry-blockout-v0ld48_11/">Ludum Dare 48 Game Development  competition</a> this weekend. </p>
<p>It&#8217;s a concept that I had been toying with this past week, jotting down some ideas and refining it along the way.  Quite simply, it&#8217;e the game Breakout, only with a twist.  In regular Breakout, you move the paddle back and forth on the bottom to keep the ball from falling off the screen.  At the same time, you are trying to use the ball to destroy all the bricks on the screen.  In my game the computer plays the part of the paddle and you instead try to defend a goal at the top of the screen by placing bricks. </p>
<p>It&#8217;s a neat idea, but I by no means was able to implement all my ideas.  The number one thing that was lacking is multiple types of bricks.  This version only has two: normal and 2X Hit.  As you can probably guess, normal takes one hit to be destroyed and 2X Hit takes two.  I wanted to add more bricks that did weird and interesting things when the ball hit it, like explode or eat it. </p>
<p>You build your wall of bricks by buying them from money you&#8217;ve earned while playing.  So far, the only two ways you can earn money is to play, where you get one credit every so many seconds, or when the computer misses the ball with the paddle and it goes off the bottom of the screen.  Eventually you&#8217;ll be able to get money by doing other things.</p>
<p>One thing that doesn&#8217;t seem to work very well is the collision.  The ball seems to react well when it hits the top or the bottom of the bricks, but if it hits the side of two bricks, it can sometimes bounce in a way that causes it to go &#8216;inside&#8217; the wall.  I have a few ideas on fixing that but I didn&#8217;t have enough time to implement them.</p>
<p>The AI could be improved, letting it think ahead instead of having it just react to the current position of the ball.  If I project the location it will be at when it gets to the bottom, I could have the paddle waiting for it.</p>
<p>There are no skill levels implemented.  Smarter AI, less money and multiple bouncing balls would make it more challenging and could be set to differing degrees.</p>
<p>I also didn&#8217;t do any sounds for it, as the compo requires that all resources be generated within the 48 hours and my recording soundcard is not quite working.  I will create some for the post-compo version of the game.  Same for music.</p>
<p>I tested it on the Sun JVM 1.6.0, though it should work on on JVM 1.5.0.  It will not work on the JVM 1.4.2, as it requires System.nanoTime() that was introduced in JVM 1.5.0.</p>
<p>I programmed it in Eclipse 3.3.2, and used Photoshop for the graphics.</p>
<p>You can <a target="_blank" href="http://www.lonestranger.net/ld48/BlockOut.zip">download the game here</a> or the <a target="_blank" href="http://www.lonestranger.net/ld48/BlockOut_src.zip">source code here</a>.</p>
<p><em>[update: changed the above link to the .zip file.  The jar just wasn't handling some class-pathing stuff well and I don't have time to troubleshoot it right now.]</em></p>
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		<title>LD48_11 starts in eight hours</title>
		<link>http://blog.lonestranger.net/2008/04/18/ld48_11-starts-in-eight-hours/</link>
		<comments>http://blog.lonestranger.net/2008/04/18/ld48_11-starts-in-eight-hours/#comments</comments>
		<pubDate>Fri, 18 Apr 2008 17:27:39 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[gamedev]]></category>
		<category><![CDATA[ld48_11]]></category>
		<category><![CDATA[ludum dare]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/2008/04/18/ld48_11-starts-in-eight-hours/</guid>
		<description><![CDATA[The LD48 #11 Game Compitition starts in about eight and a half hours. The theme has yet to be decided, but it seems like it will most likely be one of the following: Minimalist (+28), Endless (+24), Defense (+22) or Flood (+15). My personal wish is to get Defense, as I&#8217;ve been thinking about a [...]]]></description>
			<content:encoded><![CDATA[<p>The <a target="_blank" href="http://www.imitationpickles.org/ludum/">LD48 #11 Game Compitition</a> starts in about eight and a half hours. The theme has yet to be decided, but it seems like it will most likely be one of the following: Minimalist (+28), Endless (+24), Defense (+22) or Flood (+15). My personal wish is to get Defense, as I&#8217;ve been thinking about a good concept this week for it. I haven&#8217;t been able to come up with anything decent for Minimalist yet, and Endless and Flood shouldn&#8217;t be too hard to design about. I don&#8217;t think we&#8217;ll get too many Tower Defense entries for the Defense theme, but even if we do, there has got to be at least one of them that does something in a new and interesting way. </p>
<p>When all is said and done, and I&#8217;ve completed a game, I&#8217;ll post it here.  If for any reason I don&#8217;t get it done&#8230; well, I&#8217;ll still post something.</p>
<p>So if you have a (mostly) free weekend and you want to try your hand at designing and coding a game in 48 hours, come by the compo. Even if you don&#8217;t have the time, come by and check out the reports and progress of those who are.  You can also check <a target="_blank" href="http://www.imitationpickles.org/ludum/author/lonestranger">my personal coding blog</a> at LD.</p>
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		<title>Jamming out the Games</title>
		<link>http://blog.lonestranger.net/2008/03/10/11/</link>
		<comments>http://blog.lonestranger.net/2008/03/10/11/#comments</comments>
		<pubDate>Tue, 11 Mar 2008 04:41:53 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[dev]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[website]]></category>
		<category><![CDATA[]]></category>
		<category><![CDATA[development]]></category>
		<category><![CDATA[ps3]]></category>
		<category><![CDATA[thatgamecompany]]></category>
		<category><![CDATA[xna]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/2008/03/10/11/</guid>
		<description><![CDATA[I saw a neat post on Playstation.Blog this morning about an internal event held by thatgamecompany called 24 Hour Game Jam.  The object of the event is to create a fun complete game in 24 hours on the PS3, with the specific goal being that they could play it in the office and even more [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-12" target="_blank" href="http://blog.lonestranger.net/2008/03/10/11/12/" title="Zombies"><img align="right" src="http://blog.lonestranger.net/wp-content/uploads/2008/03/zombies.jpg" alt="zombies.jpg" /></a>I saw a <a target="_blank" href="http://blog.us.playstation.com/2008/03/10/thatgamecompanys-24hr-game-jam/" title="24 Hour Game Jam">neat post</a> on Playstation.Blog this morning about an internal event held by <a target="_blank" href="http://www.thatgamecompany.com/" title="thatgamecompany">thatgamecompany</a> called 24 Hour Game Jam.  The object of the event is to create a fun complete game in 24 hours on the PS3, with the specific goal being that they could play it in the office and even more importantly, it had to be fun. They start at 10am on a Saturday and finish up the next morning at the same time.  When 10am hits, that&#8217;s it, they are done. </p>
<p>In this first jam, they created a game called Gravediggers.  The post includes a video with five people playing through a round.  The graphics themselves remind me a little of the original Joust game, with the brown floating platforms and blockish characters.   The players are represented by small rectangular blocks, and the playing field offers a lot of space to run around and shoot.  The object is to kill the rampant zombies with a gun and collect the heads to return them to the crypt for points.  Heads of the other players can be returned for extra points.  The side-view perspective shows generated terrain and two crypts randomly around the field.  The players hop from platform to platform, and over little hills.  They can also shoot through the terrain if they can&#8217;t get around it to score those zombie heads.</p>
<p>This reminds me of <a target="_blank" href="http://www.imitationpickles.org/ludum/">Ludum Dare</a>&#8217;s 48 Hour Game Programming Competition held twice a year (voting starts for the LD11 theme April 11th).  There are a lot of neat little games that come out this competition, many of them that look as good or better than the NES games we used to spend hours playing as kids.  They&#8217;re just as fun too.  Entrants are allowed to use a wide range of development tools and can create on any platform they wish.  The only caution is that if other people can&#8217;t play your game, they can&#8217;t vote on it, so most entries are done on Windows.  If you are an amateur game programmer, give the <a target="_blank" href="http://www.imitationpickles.org/ludum/wiki/">LD11</a> a shot.  If I can get a decent desk for my computer by April 11th, I may try to enter.  Trying to type with the keyboard on an endtable is not fun.  I submitted a sad entry for LD2, many years ago.  Sad enough that I won&#8217;t bother to show you.</p>
<p>Shake these two things together in a glass, add a little lemon&#8211;here&#8217;s my third topic.</p>
<p>Sony hasn&#8217;t moved forward with any kind of amateur software development kit for creating PS3 games.  Sure, it is possible to create games for the PS3 running on Linux, however, there is no formal tool package to make the process easier.  Requiring an install of linux in order to play these also doesn&#8217;t do anything good for widespread distribution to the community. </p>
<p>I don&#8217;t have a 360, so I haven&#8217;t tinkered with their system but based on what I have read, Microsoft seems to be doing a good job with their <a target="_blank" href="http://www.xna.com" title="XNA">XNA</a> community development project.  Everything from providing the tools, developing on a PC, MSDN reference, and the end-user distribution is fairly well thought out.  Of course, Microsoft has been giving out development tools for years now, whereas Sony has only been distributing professional tools directly to the game developers.  They have been touting how much easier the Playstation EDGE dev kit is for developers so perhaps a stripped down version of it would be the answer for the amateur side.  </p>
<p>These little amateur games fill a niche in the games industry but they haven&#8217;t really penetrated console systems.  How many hours are spent each day playing silly little Flash-based games.  It doesn&#8217;t take a three year cycle to create an interesting game people will spend hours playing.  All you need is a simple concept implemented in a way that is fun.  Bejeweled and Tower Defense are good examples.  PixelJunk even took the Tower Defense idea and <a target="_blank" href="http://blog.us.playstation.com/2007/12/05/monster-madness/">twisted it</a> enough in an attempt to get Japanese players to like it.</p>
<p>While we&#8217;re at it, I think I&#8217;ll mention that Microsoft is expanding their XNA in version 3.0 to allow development on their portable Zune system.  I don&#8217;t know about the technicalites of the PSP hardware and how software is run on it compared to the PS3, but I think that Sony should not forget the PSP when working on their dev kit.</p>
<p>There are more high-profile things that people might like Sony to work on, including Home and better in-game communication with our friends.  I agree, these things are important.  In fact, Home has arcade machines in some of the spaces, and I think that is an opportunity for people to create mini-games.</p>
<p>There are many aspiring game developers who could use this kit as a valuable experience for a future job.  There are also people who don&#8217;t want to submit themselves to the grind that is the professional development cycle and they can use it as a way to express themselves in a less-demanding manner.  There is no reason why Sony shouldn&#8217;t spend the resources to get a dev program going.  It really is the ultimate in user-generated content.<br />
 </p>
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		<title>Jeff Gerstmann lights the fuse on the Giant Bomb [dot com]</title>
		<link>http://blog.lonestranger.net/2008/03/07/jeff-gerstmann-lights-the-fuse-on-the-giant-bomb-dot-com/</link>
		<comments>http://blog.lonestranger.net/2008/03/07/jeff-gerstmann-lights-the-fuse-on-the-giant-bomb-dot-com/#comments</comments>
		<pubDate>Fri, 07 Mar 2008 19:00:04 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[games]]></category>
		<category><![CDATA[website]]></category>
		<category><![CDATA[giantbomb]]></category>
		<category><![CDATA[jeff gerstmann]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/2008/03/07/jeff-gerstmann-lights-the-fuse-on-the-giant-bomb-dot-com/</guid>
		<description><![CDATA[Jeff Gerstmann has finally announced the next big thing:  Brock Lesnar.  No, that doesn&#8217;t sound right.
Giant Bomb.  Yea, That&#8217;s it.
Even with his termination from a large gaming website last November, it seemed pretty obvious that Jeff wasn&#8217;t done with the gaming industry.  He started a personal blog to post a few game reviews, talk about [...]]]></description>
			<content:encoded><![CDATA[<p><a rel="attachment wp-att-10" href="http://blog.lonestranger.net/2008/03/07/jeff-gerstmann-lights-the-fuse-on-the-giant-bomb-dot-com/giant-bomb/" title="Giant Bomb"><img align="right" src="http://blog.lonestranger.net/wp-content/uploads/2008/03/giantbomb_logo.thumbnail.gif" alt="Giant Bomb" /></a>Jeff Gerstmann has finally announced the next big thing:  <a target="_blank" href="http://en.wikipedia.org/wiki/Brock_Lesnar">Brock Lesnar</a>.  No, that doesn&#8217;t sound right.</p>
<p><a target="_blank" href="http://www.giantbomb.com">Giant Bomb</a>.  Yea, That&#8217;s it.</p>
<p>Even with his termination from a large gaming website last November, it seemed pretty obvious that Jeff wasn&#8217;t done with the gaming industry.  He started a <a target="_blank" href="http://www.jeffgerstmann.net">personal blog</a> to post a few game reviews, talk about Tiger Gatorade, let us know when he&#8217;d be doing a tv, podcast or webshow, and of course, keep us primed for <a target="_blank" href="http://blog.jeffgerstmann.net/2008/03/06/sizable-explosive/">the announcement</a>.  Giant Bomb is a new gaming website where people can go to get their dose of gaming related information.  This first stage of Giant Bomb is merely lighting the fuse to a greater grand opening explosion later on this summer.  As of now, it&#8217;s in a blog-style format while they finish designing and implementing the full site. </p>
<p>There is another man behind the bombness, fellow former-large-gaming-websiter, Ryan Davis.  He&#8217;s been keeping his own <a target="_blank" href="http://www.arrowpointingdown.com">personal blog</a>, including a fairly-weekly <a target="_blank" href="http://www.arrowpointingdown.com/?p=29">podcast</a> featuring Jeff and <a target="_blank" href="http://www.theheadofalfredogarcia.com">Alex Navarro</a>.  The podcast will morph itself into a round ball with gunpowder inside sometime soon, featuring the same wacky conversation about games, drinks, movies and whatever else happens to be brought up.  They probably already have a title in mind, but here&#8217;s my recommendation: The Bombcast.  I don&#8217;t know if it&#8217;s in public-domain or not, but they need to secure that famous sample of some guy in a deep voice saying &#8220;The Bomb&#8221; over some of RyDeezy&#8217;s synthesized beats.</p>
<p>It looks like they&#8217;ll be using a new rating system for games, and I am sure it isn&#8217;t totally finalized.  The reviews of <a target="_blank" href="http://www.giantbomb.com/2008/03/01/burnout-paradise-review/" title="Burnout Paradise">Burnout Paradise</a> and <a target="_blank" href="http://www.giantbomb.com/2008/02/29/poker-smash-review/" title="Poker Smash review">Poker Smash</a> have a five-star system to keep it simple.  There are a lot of different dimensions to score a game on, however an overall rating pounds and pummels all that down into a one dimensional meterstick.  You can never know what part of it either bumped the score or dragged it down, so there isn&#8217;t much of a point in using a stick with infinite tickmarks.  That only invites people to nit-pick over a scoring detail (8.8, anyone?).  A five-star system can help you decide which games were properly executed at a glance (or should be <em>executed</em>) and then the review will tell you why.  Depending on your own likes and dislikes, you can make your own decision.  The review is, afterall, just an opinion, and everyone puts different values on each of those different gaming dimensions. </p>
<p>As Jeff said in his announcement, they&#8217;ve been listening to the feedback from their site visitors and podcast listeners and have been using that to help form the ideals of the final site.  It sounds really interesting and I can&#8217;t wait to see what they are going to do with the site to help video game players make their purchasing decisions while at the same time showing us an entertaining product.  So add it to your <a target="_blank" href="http://www.giantbomb.com/feed/" title="RSS feed">RSS</a> list!</p>
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		<title>We&#8217;ve got SimYard, now we only need SimHotDog and SimBeer.</title>
		<link>http://blog.lonestranger.net/2008/02/11/weve-got-simyard-now-we-only-need-simhotdog-and-simbeer/</link>
		<comments>http://blog.lonestranger.net/2008/02/11/weve-got-simyard-now-we-only-need-simhotdog-and-simbeer/#comments</comments>
		<pubDate>Tue, 12 Feb 2008 06:00:35 +0000</pubDate>
		<dc:creator>LoneStranger</dc:creator>
				<category><![CDATA[baseball]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[SimYard]]></category>

		<guid isPermaLink="false">http://blog.lonestranger.net/?p=4</guid>
		<description><![CDATA[For the past week I have been addicted to a new online game.  It&#8217;s a baseball management simulator called SimYard.  Like other baseball sims, you pick a team name, logo and colors, and pit your team against others. 
SimYard has an interesting twist to it.  Your team is made up of semi-pro players who you find [...]]]></description>
			<content:encoded><![CDATA[<p><a target="_blank" href="http://blog.lonestranger.net/wp-content/uploads/2008/02/simyard.gif"><img border="0" vspace="5" align="right" width="250" src="http://blog.lonestranger.net/wp-content/uploads/2008/02/simyard.gif" hspace="10" alt="SimYard game in progress" height="198" /></a>For the past week I have been addicted to a new online game.  It&#8217;s a baseball management simulator called <a target="_blank" href="http://www.simyard.com" title="SimYard"><strong>SimYard</strong></a>.  Like other baseball sims, you pick a team name, logo and colors, and pit your team against others. </p>
<p>SimYard has an interesting twist to it.  Your team is made up of semi-pro players who you find while interacting with the fans around The Park.  You pick a field at the park and wait for someone to accept your challenge, or you find a field with another team waiting and accept theirs.  There is no set game schedule or requirement to play specific teams.  It&#8217;s more like pick-up baseball. </p>
<p>Currently, your team has a roster limit of 40 players comprised of the usual positions.  Each player has a set of internal stats that make up what kind of player they are, ranging from 1 to 20 (I assume it&#8217;s 20.  The highest I&#8217;ve seen is a value of 17 on one of my pitchers).  The stats fall into one of three disiplines: batting, pitching and fielding/baserunning.  Batting, for instance, is made up of the Hit, Bat Speed and Power stats.   They go up against pitchers who use the Finesse, Pitch Speed and Endurance stats. </p>
<p>Each individual matchup in the game is determined by the server using these stats, pitch by pitch.  You can see the current number of balls and strikes on the status display and the results of the matchup show up on a representation of the field.  You have as much control over the batter or pitcher as a real manager does in the dugout.  Sure, you can call substitutions, but like in the real game, you don&#8217;t have time to think it over too much before play continues on.  Each pitch takes about one second, and a full game can be completed in anywhere from 15 to 20 minutes.  The automatic manager does a pretty decent job replacing pitchers when they get tired and ineffective batters in the later innings, so don&#8217;t feel overwhelmed with figuring out who to pull and when.  The pitcher&#8217;s endurance stat determines how long they can go in the game and how much rest time they need in between starts.  Typically, it&#8217;s anywhere from 10 to 20 hours, which would equate to about four to six days in real life.   </p>
<p>The games go much like any game you watch on TV.  You root for your players like you would your favorite team, yelling at the screen when hitters can&#8217;t seem to do more than create a breeze and your pitchers appear to be throwing underhanded.  Of course, you do the same when your four-slot knocks a grand slam or your pitcher goes a complete game.</p>
<p>The baseball season is 24 days long, plus two days of spring training at the start of the month and two days of a post-season tournament at the end of the month.  Even though there are no official leagues in The Park, standings and stats are kept.  A simple games behind calculation determines where your team is in relation to the others.  Since everyone plays a different number of games in the schedule-less format, you can play half as many games as one team and still be next to them in the standings.  The date of the seasons is set in the late 1890&#8217;s, which some consider the beginning of modern baseball.  Everything from then to now is a blank slate&#8230; ready for you to make history.  Each new month bring a new season, new standings and new opportunity.</p>
<p>The top teams will play in the post-season, however not much about that has been revealed to the public yet.  I do know that you&#8217;ll set your starting rotation and closers to pair up against your opponents, and the computer will schedule the tournament with as many as 64 teams. </p>
<p>All of that is free.  Starting next month, there will be a way to take your team to the next level, by purchasing a stadium license and joining a league with it&#8217;s own schedule, standings and playoffs.  Not only will you be playing against better teams, you&#8217;ll also have to keep the fanbase you built at The Park happy with good seats, concessions and souveniers.  They&#8217;ll show their happiness by attending games and spending money at the park so you can turn around and offer your players contracts and keep them on your team.   </p>
<p>The game is currently in beta, so you may notice some changes as the month goes on, as SimYard developer Erick Robertson tweaks things and adds features.  Erick sure did his homework when he came up with the engine behind the whole thing, so be sure to let him know you enjoy the game if you see him in the game&#8217;s chat or forums.  </p>
<p>So come on out and check out SimYard.  Anyone who is interested in baseball, especially those who take part in fantasy baseball should find enjoyment in taking a team of players and trying to beat the pants off of everyone at The Park.  You can find me in there as, who else? LoneStranger. </p>
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