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Sneech Latest

Posted by SneechMeister on Apr 26, 2010 in Past and Future, Rules of the Game

After a rather long break things are moving slowly again. I was hoping to get a new beta release out before blogging anything more but things are really moving slower than expected. The reason is I’m trying to keep everything neat and well designed, so new features fit in cleanly and fewer bugs crop up. It should also make future networking (internet, wifi or bluetooth play) easier to implement.

The latest feature to be added was the Bombs. In one frantic coding session I added the basic bombs feature and it worked well. You now buy some bombs in the shop, but the bombs are inactive when the match starts. You see an icon for each bomb at the bottom of the screen. At any time you can activate a bomb by tapping the icon (desktop version will use a button or keystroke.) You then see a visual representation of the bomb on the front of your snake (currently a chrome looking head.) From that point on, the bomb works similarly to original Sneech; you just ram into an opponent. Bomb damage is restricted to a radius (currently a 12×12 square), and a maximum of 16 segments damage in total. That’s all flexible, so things will change. Damage is not restricted to the victim you hit, so anyone else inside the blast will take a hit also (up to 16 segments each.) The segments destroyed are all inside the blast zone, so if you ram a long opponent  in the middle of his body, you will blast a large hole and you’ll drive right through. The head of the opponent is never affected, unless he was small enough to be completely destroyed.

2 futher ideas….

Maybe you can activate/prime more than 1 bomb at a time. Then you would ram an opponent once, and then chase after him for a second collision. Of course, a double power bomb would be cool but would spoil some of the fun.

I don’t like the idea of players activating the bomb a second before ramming an opponent. So, I thought it might take 5-10 seconds for the bomb to prime and reach full capacity. That way, other players get a visual warning that a bomb is activated and can take action.

So, most of this has been done already. I then realised I needed to teach the CPU players to buy bombs, decide when to activate them, and then use them. This was not as easy as it sounds (teaching cpu player it’s ok to collide with opponents in certain cases etc.), but its mostly done now.

The rest of the work is really just finding the right audio and visual effects, the right bomb icons, and fine tuning the cpu ai. Its not far off though!

One reason for this blog post is (other than to get feedback on the above ideas) I’m only finding the time once a week to work on the game (usually Sunday’s) so the rest of the week I can still gather and refine ideas. I’ll try and do some more midweek also.

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Another Update

Posted by SneechMeister on Oct 14, 2009 in Beta Releases, Past and Future

Once again I’m starting with an apology for the lack of updates, news, and general feedback of late. for various reasons I’m been rather distracted these past months. I had planned to “quickly” port two of my smaller games (PegIt and BombDunk) to iPhone as a way of keeping the output going as I worked on Sneech as more of a slow-burner project. Unfortunately (with various distractions) the project got left aside a little longer than planned!

Now, my puzzle game ‘PegIt’ is reaching the point of Beta/Release, I hope to pick up where I left off with Sneech. One of the first targets will be to put out a rough Windows and Mac beta, so you can all have a play! My iPhone framework has undergone some changes with the development of these other games, so it will take a bit of work to get the iPhone beta up and running again, but that wont be too far away.

It was great fun working on Sneech again, and I practically took 3 months out from all my other work to get the project up and running.  Unfortunately I now have to juggle my various projects (as well as marketing, promotions etc.) to keep business flowing. I will find some big chunks of time to devote to Sneech again, particularly when it reaches Beta and I get close to an initial iPhone release. For the next few weeks I will be picking up the pace again.

I just wanted to let everyone know things are still go!

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*BOOM* – A Sneech Update

Posted by SneechMeister on Aug 14, 2009 in Rules of the Game

I’ve not done much with Sneech over the past week. I did go 3 weeks where I was working full time (60+ hours a week!) Now, I’m back to a day or two a week for a short while. Part of the reason was my iPhone game BoXiKoN got featured on iTunes, and sales shot up, and money started flowing, and I got a bit lost in the  excitement!! I took some time out to make the most of the exposure while it was there. Now things have settled a little, but I realise I need to manage my development time a little better.

The other reason for the slow-down is actually good news… I’ve almost completed all of the features that are copied direct from the Amiga version. There are some more obscure things left to copy over, but most of the work left to do is redesign, and new features. This means I have to put some real thought into how things will work! This is a good stage to reach, but it’s taking a bit of time to adjust as new design is always tougher.

I’ll give you an example of a design change, and welcome any feedback.

Mr.Banana BombThe way Bombs worked in the original game was: you bought some Bombs, and then they got used up when you collided with other players. Most Bomb & Deflect action happened in the first minute or two (except for Bombs that people picked up.) Back then, we used joysticks where 4 directions and a button were all we had. With all the different weapons and power-ups, it was just not possible to work it any other way. Now, I’m thinking of doing things differently. I’m thinking of having an on-screen display (a Bomb icon), showing you how many bombs you have. Bombs would be activated at the start of the game, and activated whenever you decide to use one. Activation could be a tap (on iPhone), or a keyboard, or extra button on a usb controller. I can’t see much fault in this idea so far…

Extra design decisions follow: I thought it could be fun to actually see a black ‘Bomb’ icon on the head of your snake, or perhaps some kind of glow or other visual clue that you’re armed and dangerous! This could add a new level of excitement to the game because victims know exactly what’s coming, there’s no surprise. I think knowing you’re being chased by a bomb, is better than a surprise. Especially when the victim knows he has a deflector!! :)

Perhaps the Bomb takes 5 seconds to ‘initialize’ , making a locking sound, so everyone knows you’re loading up a bomb for use. Perhaps once a bomb is initialized, there’s no way back? Too much activating/deactivating would get boring.

Well, you can see that even a simple feature can take quite  bit of thought, to get things just right.

As soon as I implement this new Bomb feature (and some other things), I will look towards releasing the game as Beta on the website for iPhone, PC and Mac. That could be 2 weeks away, but I think the move to open beta, and feedback is important at this stage.

Any feedback on this would be appreciated.

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Foolish Bonus

Posted by SneechMeister on Aug 7, 2009 in Old Skool Sneech

While reconstructing Sneech I’ve been playing the original version on an emulator (WinUAE), making notes of features, sampling sounds, and generally reminiscing. Once in a while I come across something I’d completely forgotten about! It’s weird when it happens, but this week I rediscovered the “Foolish Bonus”…

Foolish Bonus

Bonus money and points were awarded to players that did really badly… What fools!

This was one of the many places where the game rewarded players that were not doing so well. This is an obvious one, but there were less obvious “balancing acts” elsewhere. Its an important thing to do in a League that may last for an hour or so. You don’t want players to give up hope, so you give them a little reward, that may lead to a better match next time!

This could be a regular feature on the Blog; as I already have some more features we need reminding of!

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Sneech Alpha 012

Posted by SneechMeister on Aug 5, 2009 in Beta Releases

Sneech is now up to Alpha 012, although this and other revisions have not been released! There’s just too much changing so I’ve not been so keen to release new versions. It’s starting to stabilize now as the final features fall into place. I’ll explain…

The biggest news this past week is the game is now ported to Mac. Currently only Intel and OSX “Tiger” supported, but a Universal Binary will come too. If you run “Panther” and/or use a PowerPC Mac, let me know and we can arrange some tests. I do have an old G3 iBook myself, so I’m sure I can improve compatibility. This does mean Mac Betas will be released along side Windows and iPhone betas, so there wont be any delays there.

MandarkThe Windows code has been completely rewritten this week. The Windows version previously used a Game Framework I’ve been developing for 8 years. I first created the Framework (known as Dexter), back in 2002 when I did the Mac port of Simon the Sorcerer 2! Since then, I’ve used Dexter for all my games, including commercial Mac ports, and all my shareware games. The Framework supported 8 different OS/Platforms, some of which don’t exist any more! It also supported other obsolete features such as 8bit rendering, and only did software rendering.

It was time for a fresh start, so all that code has been put to rest, and a new Framework (called Mandark) is being developed which uses OpenGL for rendering, and OpenAL for audio. The framework has already been used for my first two iPhone games (BoXiKoN and CornerChaos), but now the Mac and Windows versions are ready to roll. That means Sneech will be developed for all 3 platforms in parallel, (and a Linux version wont be too far behind.)

OpenALThe move to OpenAL means more audio possibilities, so the sounds in Sneech are now played with dynamic pitch (drive sounds based on speed, and blockers appear with different pitches.) I will most likely support 3D surround sound in the near future also!

So, for the past week I’ve been working on all this System/OS code, which has been pretty boring and tough going, but now it’s back to core game development.

In addition to the above, recent changes to the game include:

  • CPU Players purchase their own Shop items.
  • After the final Match of a League, all unused Shop items are sold, and there’s a ‘Final Money Bonus’ round, which awards 1 point for every $50 you have remaining.
  • Interest is awarded on any money not spent in the shop.
  • The interest rate is variable (and shown in corner of shop screen.) The amount is based on how much money you have. So, if you’re very rich, you’ll get a lower rate. This is to discourage hoarding huge amounts of money, to benefit from exponential growth. It also helps award those who stay within a reasonable money range.
  • The Opening Doors “Portal” effect has improved, and now you can see all items that lie close to the other side, including other snakes, blockers and slip mats.
  • There is a (zooming into view) “Final Results” screen roughly copying the original.

Next to come is shop items, bombs, deflects, and more….

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2nd Sneech Video (Alpha 009)

Posted by SneechMeister on Jul 30, 2009 in Videos and Media

Latest alpha version of Sneech, running on windows.

This time I’m using Fraps to record the game, the quality of the RAW recordings are really cool, but I’m having trouble finding a codec that will keep the video quality. All the colour is washed out, and it’s a little bit blotchy. but It’s getting better! :)

I was controlling the RED snake. I got some early kills in! I didn’t last to the end but I won on points, yay! :)

This video shows off the new camera zoom feature, and a bigger arena which is not really viable on an iPhone. The doors are also opened near the end but the camera is zoomed in a bit too much to see them. I had set the game to “exaggerated camera” for the video, which was perhaps a bad idea. It looks fun though!

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Sneech Alpha 008 Released

Posted by SneechMeister on Jul 24, 2009 in Beta Releases

(As usual, the testing of iPhone Sneech is limited to pre-registered testers only, so it will not install on any other devices. Feel free to contact me about joining in on the testing. The latest releases is available on the http://sneech.net/beta/ page. )

6 Pinks

Another big update, with many changes listed as followed.

  1. Added better League Set-up screen (similar to old Sneech Menu Screen) where you can select players, which CPU snakes you want (e.g. play against 6 x Mr.Pinks if you wish), and change the colour and mode (Learner mode not fully implemented) of your own Snake. You can also set-up a game with no human players and watch the game play out as a rolling demo (more demo, and “practice game” options to come.)
  2. Worked on lighting/visuals. Added subtle shadows under snakes giving more of pseudo 3d look. Also worked on arena lights, as seen in the corner spot lights which affect lighting and shadows when you move past. I may also add some lighting to some new ‘blocker’ objects.
  3. Speed and Size Bonuses, Kill and Damage bonuses, and Random Factor is awarded at the end of each game, similar to original.
  4. Now, when  you quit a game early, the game fades out slowly for 4 seconds and you see the remainder of the game in rapid fast motion (with no sound effects), so the outcome of the match is the genuine outcome, as if you watched it in real-time.

So, the game has taken a big leap towards being aesthetically complete, and I guess it’s about 85% of the way now. The next big feature will be the shop screen, the proper league results screen showing the winners,  and some weapons/gadgets like Bombs and Deflects. I also need to add the ‘Kill Points’ display next to each snake at the start of a game.

Only a few more sounds left to add too!

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1st Sneech Video

Posted by SneechMeister on Jul 24, 2009 in Videos and Media

I’m trying to find the right software to let me record videos of the game, and so far I’m not doing very well. I’ve recorded one video, but it has no sound and the timing is a little weird which makes the game look jumpy. Just imagine this is all smooth, and crisp, and has amazing audio! :)

iPhone prototype version….

As you can see, I made a foolish error! ;)

This video was recorded from a windows version with iPhone size settings, so the screen size and visuals are exactly how you’d see it on iPhone, but instead I control it with keys. Unfortunately the keyboard input needs some work… but maybe thats just a poor excuse :(

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Original Sneech Source Code

Posted by SneechMeister on Jul 22, 2009 in Past and Future

Amos The CreatorThe original Sneech was written in AMOS Pro, a type of BASIC geared towards rapid game development. I has planned to run some conversion processes over the original source code to extract at least some functions that could be reused. I hoped, at least I could recover some basic algorithms, and some long forgotten game rules, or scoring systems, that would make a port easier.

Unfortunately I’ve not really managed to extract much at all. I’ve copied some timings out, score values, some snake characteristics, player starting points, and some sample frequencies. but thats about it!

The problem back then was, even though I was trained to write wonderful structured, and formatted code, the system i was working on just didn’t make that easy or viable. I coded 100% of Sneech on an old portable TV screen. The screen mode was 320×256, so as to save my eyes from too much work, I tried to keep the source code tight, to reduce scrolling about!

I was also working on an Amiga with just 1Mb of ram (and floppy disks only!), but I was targeting minimum-spec as an Amiga A500′s with 512MB of ram. The most annoying thing about the AMOS language was the interpreted nature of it meant the cleaner your code was, the more ram it took up when running! I used to find all sorts of ways to make the source code uglier, and the memory requirement lower! (note: the compiler didn’t change this at all.) The use of short variable names like TL for tail, LTH for length, and so on, also kept the footprint lower. This was probably the last time I ever used GOTO in program, that’s how bad it was!

Source Snippet

I thought I would take this chance to present to you the whole source code, unedited, with all the comments still missing (comments also caused runtime memory bloat so were of course not used!)

Here is the original AMOS source in text format: sneechpro.txt

Also, a version partially converted to C with some automated script I created. don’t expect it to look any less ugly:  sneechpro-hybrid.txt

You can see from the source code that the very first lines I wrote were on the 14th of September 1994. So, lets see if the first iPhone version will get released before the 15th anniversary!

(I don’t expect anyone to do anything with the source code, but feel free to modify it if you like. I might be able to find the original set of data banks, if needed. Just let me know if you want it! )

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Kill Points Explained

Posted by SneechMeister on Jul 22, 2009 in Rules of the Game

Random FactorToday Sneech reached a milestone, as I added the Random Factor! I’ve added the “Bonus Awards” screens where Speed & Size bonuses, Kill & Damage Bonuses, and the Random Factor is awarded. I have the general presentation, and sound almost the same as the original. (New Alpha due on Friday!)

So, I now have the game keeping track of kills, and damage. It’s been fun trying to figure out how it all worked, and I’m sure there are subtle differences. I’ve not been able to look through the original source code, because it’s just too complicated!

The way it works now is: Kill Points are shown at the beginning of a game as before. The points are based on how well each player is going in the league, plus some random factor. When a player dies, the Kill and Damage points are calculated, and awarded to those who deserve it. First of all, the Kill points are given to the player who made the kill, usually the one in close proximity at the point of death, or someone who inflicted damage very recently. However, if two players are equally suspect, the points are shared 50/50.

Next, the Damage points… The Damage points are a “runners-up” prize only, so anyone awarded the Kill points are excluded from the Damage award. Now… every time you crash into another player, the game keeps track of the number of impacts (and severity e.g. Bombs/Deflects.) When you come to an untimely death, the game calculates who inflicted the most damage to you while you were alive. If one player caused a significant amount of damage, that player is awarded 50% of the Kill Points. If the kill points were previously shared between two players (50% each), the Damage points are reduced to 33%.

Lets say victim Mr.Red has 100 Kill Points on his head… Mr.Green causes a great deal of damage to Mr.Red but Mr.Chrome makes the final Kill. The points will be: 100 points to Mr.Chrome, and 50 Points to Mr.Green. In another example, victim Mr.Red has 100 points on his head… Mr.Chrome causes a good deal of damage, but Mr.Green and Mr.Blue jointly make the final kill, the points are awarded as: Mr.Green and Mr.Blue get 50 Points each, and Mr.Chrome gets 33 points.

Of course, if a player survives the whole game and escapes through the exit door, no Kill points or Damage points are awarded to anyone, no matter how much damage has been given!

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