Peter Pham is a Phan of Phish.

Peter Pham is a Phan of Phish.
peter pham is a phan of phish

Wednesday, March 23, 2016

First Playable!!!!!



Hello ya'll, been awhile since my last blog post...Frankly I'm a little tired so today will be another lack luster blog.

Name of the Game is BOSS BATTLEEEEEE. Because both me and the programmer were unfamiliar with GameMaker's capabilities, it's been difficult to implement the type of game we were aiming to make. What both me and Travis were aiming for was an arena style game where the player would fight a boss and a player counterpart before being able to advance a level. Each level would have a large monster and a humanoid character that the player would have to strategically fight against. It's like a cross between Titan Souls (Demon/Dark Souls clone) and Shadow of the Colossus.

Despite being relegated as the artist when I'm a programmer, I look forward to the challenge of making decent enough artwork for our game. I'm not a stranger towards making art for video games, as I have done so many times before for my own personal projects.

https://www.dropbox.com/s/8jh79jpa91qgs09/BossBattle.exe?dl=0

My main question for our players is if the game mechanics are good enough to be engaging and difficult. Having played the majority of the prototypes in class, I learned the games that caught my attention for the longest were the games that were the most difficult. I am hoping to implement that same level of challenge into our game, because I feel that is when you can achieve the most fun.

Thursday, March 10, 2016

Blog Post 4: Video Game Lab

1. This Is The Only Level
2. Prismic Shift
3. Wizard Wizard

Time for another blog! This time around we had to talk about our experiences playing and watching people play some games. Assignment was for us to play 3 assigned games and 3 games of our liking. Since I didn't have time to play games of my liking, I will be talking about the 3 games we were assigned.

First, my partner (forgot his name) and I played "This is the Only Level". It was a game where the layout and goal of each level was the same, but the controls changed ever so slightly as you progress through the stages.

Second, we both played Prismic Shift, and asteroid-like game where you could explode your ship to get more points. I played an earlier version of it before, so I definitely noticed the upgrade with the current version.

Lastly, I spent the rest of the class period playing Wizard Wizard, a very difficult platformer with the basic goal of getting a key to unlock a door.




Monday, February 29, 2016

Tree Prototyping!

So I completely forgot about this assignment and it's 3am the day that it's due. Hope you enjoy some nonsensical, delirium.

Assignment was pretty straightforward. Partner up with someone, think of a game in 15 minutes, then PROTOTYPE.

My partner was Josh something. All I remember is that he liked Halo and had a beard. I didn't have any interesting ideas so Josh came up with the idea of some sort of territorial acquisition game. However, after throwing random mechanics at the wall and looking at what stuck, we came up with a trench warfare type of game, where the core mechanics were similar to chess and risks. The following is a brief summary of our mechanics of each version.

Version 1:
Materials: 6x8 game board, units (small blocks), machine guns (gold coins), mines/bunker (cards), dice.
Rules:
Two players.
Each player gets 7 units and 3 machine guns. Victory condition is when opponent loses all machine guns.
Before game begins, players take turns placing their machine gun placements and units. Roll dice to determine who goes first.
Units can be grouped into 2 units. A unit can move 2 spaces, grouped units move If a unit encounters another unit, both players roll and player with higher roll defeats other unit. A grouped unit means extra chances to roll attacks.
If a unit occupies a machine gun nests, they must occupy it for 2 turns in order for it to be destroyed permanently.
Cards are placed in the middle of the field and if a unit enters it, they the number underneath determines a certain effect.
You can use a turn to replenish lost units to the amount of machine gun posts you possess.
Version 2:
Materials: 8x8 game board, units (small blocks), machine guns (gold coins), dice.
Rules:
Two players.
Each player gets 7 units and 3 machine guns. Victory condition is when opponent loses all machine guns.
Before game begins, players take turns placing their machine gun placements and units. Roll dice to determine who goes first.
Units can be grouped into 2 units. Number you roll is number unit can move. For groups, its the dice roll divided by 2. If a unit encounters another unit, both players roll and player with higher roll defeats other unit. A grouped unit means extra chances to roll attacks.
If a unit occupies a machine gun nests, they must occupy it for 2 turns in order for it to be destroyed permanently.
Numbers are placed in middle 4 rows. Before each turn, a roll is made. If a unit is on a number that is rolled, they are immediately destroyed. This simulates land mines.
If a unit is within 4 spaces away from a machine gun nests, a roll is made to determine if they are destroyed by the machine gun. 4-6 is a direct hit and any unit in line of site of a machine gun is destroyed.
You can place up to two bunkers which blocks machine gun fire. You may also replenish units on top of your own bunker.
You can replenish 1 unit per turn.

Version 3:
Materials: 8x8 game board, units (small blocks), machine guns (gold coins), dice.
Rules:
Two players.
Each player gets 7 units and 3 machine guns. Victory condition is when opponent loses all machine guns.
Before game begins, players take turns placing their machine gun placements and units. Roll dice to determine who goes first.
Units can be grouped into 2 units. Number you roll is number unit can move. For groups, its the dice roll divided by 2. If a unit encounters another unit, both players roll and player with higher roll defeats other unit. A grouped unit means extra chances to roll attacks.
If a unit occupies a machine gun nests, they must occupy it for 2 turns in order for it to be destroyed permanently.
Numbers are placed in middle 4 rows. Before each turn, a roll is made. If a unit is on a number that is rolled, they are immediately destroyed. This simulates land mines.
If a unit is within 4 spaces away from a machine gun nests, a roll is made to determine if they are destroyed by the machine gun. 4-6 is a direct hit and any unit in line of site of a machine gun is destroyed.
You can place up to two bunkers which blocks machine gun fire. You may also replenish units on top of your own bunker.
You can replenish 1 unit per turn.



Play Sessions:

Version 1:
Person I played with was Josh and we were just testing our ideas. Since we didn't know any meta strategies, both of us played conservatively. The game was moving pretty slowly, with us grouping all our units together and slowly moving towards the other person's trenches. 20 minutes would pass and neither of us made any progress getting rid of their machine gun nests. We changed the rules a bit, allowing the units to move a little farther, and Josh blitz my machine gun encampments, destroying all three because I had little defenses.

Version 2:
This time I played with Magic Mike Phe. Learning from the last time we played, I wanted this to go a little quicker so I allowed the units to move by the dice number you roll. This increased the playing time significantly and we were able to destroy each other's encampments pretty quickly. Since this was the second time I've played it, I adopted Josh's blitz strategy and destroyed Mike's encampments quickly.

Version 3:
The third time I played was against my brother. I didn't change much to the rules except for the fact that I made the map a little bigger. With more refined rules, and a bigger map, we had more interesting exchanges. The blitz strategy doesn't work quite as well since the map was a lot larger, but once a unit broke through the front lines, it was quite easy to destroy their machine gun nests.

All in all, the sessions were pretty entertaining and coming up with unique, dynamic strategies was a very cool experience. This blog is a little more dry compared to my last one because this is goes into more technical detail about the prototypes and experiences.

Monday, February 15, 2016

"Play" and Board Games

My blog post from last time was pretty cut and dry, lacking the self deprecation and silliness that was evident in my CS100W blogs. Therefore, it's time to NOTCH IT UP A LITTLE BIT EH HEH HEH!?!?!



I may or may not be inebriated during the writing of this post.


Anyway, our task as of last week was to play a couple of board games and write a future session report.

My four person party consisted of Mike Phe, a goblin from the land of Foon, Andrew Soto, another goblin of Foon, and Aidan Nguyen, a fellow countryman...of the land of Foon. You can get to Foon by entering the drive thru of the Burger King located on the "corner of Irving Park and Clark Street in Chicago, Illinois, USA."

Right off the bat, Dark Lord Morgan here forced ME against my WILL to introduce to a bunch of goblins the game of Carcassone. Luckily I wasn't yet dead or reincarnated, so nothing was violated within the contents of my will.

https://boardgamegeek.com/boardgame/822/carcassonne

Before we got to playing Carcassone, we decided it was more appropriate to play a simpler and quicker game. Andrew brought ZOMBIE DICE, a game pretty much about testing your luck.

https://boardgamegeek.com/boardgame/62871/zombie-dice



The goblin Andrew started the game off, and was immediately met with a couple of shotgun blasts, accruing ZERO BRAAAAIIIINNNSSS. Bigger question is, who's shooting the shotgun? Michonne? Bill? Shawn? World may never know. Aidan in turn was also murdered after having an unlucky two shot gun blast roll. Magic Mike, however, through some dark sorcery was able to roll a couple of brains before cowardly refusing to continue rolling for more brains. What a bad zombie.

I on the other hand, with precision and skill, rolled the most brains that round and had a very comfortably lead. Or so I thought.

Since I rolled so high the first round, I had a skewed perception of the odds of rolling brains instead of shotgun blasts. This in turn led me to aggressively continue to roll, which all ended with me getting any brains because the odds of getting a shotgun blasts were pretty high.

Andrew on the other hand learned his lesson and played way more conservatively, stacking his brains one by one until he initiated the end game by obtaining 13 brains, forcing the rest of us to roll in one last ditch effort.

Safe to say we left with a multitude of holes and Andrew stood atop our corpses as the winner.

In the end, I had a pretty good time playing zombie dice. Egging people to roll further and gamble is the core human experience...to failure. Which is why we do it so we can be the ones to stand atop the rest. HAHAHAHAHAHA. But yea, Zombie Dice is a game where being conservative is the way to win. HOT TIP. BROKE THE META.

Then we played Carcassone. But since we only need one session report for the completion of this assignment, YOU AIN'T GETTING ONE BUDDY.

Wednesday, February 3, 2016



Blog Post 1: Adopt a classic arcade game

The game I decided to play was Space Harrier. My only familiarity with the franchise was through Bayonetta, where one of the levels was an homage to the original Space Harrier. I played through about 8 levels before I got bored, which took me around 30 or so minutes. It’s a game that gives you an illusion of depth and space where you’re flying into the screen, shooting and dodging enemies. Space Harrier definitely had a spectacle that many other arcade games didn’t have. Some of the enemies were large stone faces or gundam-looking robots. The bosses were mostly all dragons, even a two-headed dragon where you had to damage its head. One of the most frustrating aspects of this game is how difficult it was to aim your shots, especially during boss fights. Only way to change the trajectory of your shot is to move in the direction of where you want to shoot and the momentum will carry your show. There is a little aim assist but it doesn’t help with the boss fights.

It was interesting to see how easily it was for a game to be emulated in a web browser. If I would have played this on an arcade, I probably wouldn’t have played more than a couple of levels since I would need to insert more coins if I were to die early on. I am grateful for the option to insert as many coins as I wanted to, but it removed any sort of challenge or sense of accomplishment as opposed to playing the game on an arcade cabinet where it was mandatory to insert coins to proceed (unless you’re really good.)


Overall it was interesting to see how old arcade games played back in the day and I felt I would have enjoyed my time more if I played it on the original hardware. 

Friday, May 16, 2014

Tools

This is the last week fellas, and here I am to talk about our final topic: Tool.



Tool is a progressive rock band based out of Los Angeles with a huge following. Their best album by far is Aenima, followed by Lateralus, 10,000 Days and finally Undertow. I got to see them live once and it was alright. Anyway, tool is also known for...wait, we're supposed to talk about TOOLS!? Dang nabit, alright alright.



This is the last week fellas, and here I am to talk about our final topic: TOOLSSSSSSSSSSSSs.

What sort of tools you might ask? It's obviously going to be software tools, this is a cs blog after all. Anyway, tools are what separates humans from animals. For a computer scientist, we are dependent on so many pieces of software, it isn't even funny. Heck, without electrical engineers creating the hardware, we wouldn't even exist!



So what is the most important tool for any computer scientist? Well, since I clearly represent all computer scientist in the world, the one tool I use every single time are IDEs. (Integrated Development Environment)
Oh ho ho ho, what is an IDE you might ask? Was hoping you would say that. An IDE is a piece of software that helps programmers, well, program. It allows us to edit source code, compile programs, debug our programs, and even interpret them without having use translate it into machine code. They're the every day man's tool box for computer scientist. I will go into detail about two IDEs that I have used in the past/

The first is Blue J! Don't use it, it sucks.

The second is Eclipse! This bad boy not only allows me to write my source code in a clean and slick looking environment, but makes it so much easier to just type code, see what methods a specific object has, and auto corrects any error in my code! How cool is that! Now I'm not a seasoned enough engineer to detail the details as to what makes eclipse shine, but do know that it can program in multiple languages using simple plug ins. So if you're ever thinking of becoming a computer scientist or want to give your own shot at programming, use eclipse! It's great!

And remember, AVOID BLUE J! It sucks almost as bad as the Toronto Blue Jays and Jose Bautista bribing twitter followers.



Tee, J. (n.d.). What's the big IDE? Comparing Eclipse and NetBeans. What's the big IDE? Comparing Eclipse and NetBeans. Retrieved May 17, 2014, from http://www.theserverside.com/feature/Whats-the-Big-IDE-Comparing-Eclipse-vs-NetBeans

Viswanathan, P. (2014, February 24). Comparing Java IDEs: Eclipse vs. NetBeans vs. IntelliJ. About.com Mobile Devices. Retrieved May 17, 2014, from http://mobiledevices.about.com/od/additionalresources/fl/Comparing-Java-IDEs-Eclipse-vs-NetBeans-vs-IntelliJ.htm

Thompson, G. (2008, June 26). A Discussion of the BlueJ IDE with Two of Its Developers: Michael Kölling and Ian Utting. Java.net. Retrieved May 16, 2014, from https://today.java.net/pub/a/today/2008/06/26/bluej-interview.html

Computer Science in Sports

There are two things I like in this world.

1. Technology.

2...SPORTS!

That's right, this bad boy computer science nerd here is a huge sports fan! Representing the Oakland teams baby! Let's go Athletics, Raiders and Warriors!

You're probably asking yourself, "UGH SPORTS IN MY CS BLOG?"
Well before you alt-f4, let me tell you that computer science and sports are related!!!!!!!!!


No that was not a joke. The subject of computer science is actually applicable to the sporting world today. The usage of analytics in sports have been on the up and up. Pioneered by the Oakland Athletics and their "money ball" theory, the usage of statistical data and programs to calculate that data has spread throughout all the different sports. Almost every baseball team uses saber metrics. Even basketball teams, such as the Memphis Grizzlies, are known to adopt the science and strategies or statistics and data into their scouting decisions.



Computer science is the discipline that gives these scouts and general managers the tools to record and analyze this data. Software must be built to capture the motion of an athlete, points of contacts and position relative to other players. Software must also be used to gather all the current statistics occurring from everyday games and are compiled into one huge database that every team has access too. Without computer science, baseball today would still have been run by the highest paying teams, like the Yankees or Red Soxs. Teams with a small market, such as my Oakland Athletics or the Tampa Bay Rays, wouldn't know how to exploit market inefficiencies and would have to scout out every player by eye.

So thank you computer science, you've allowed my Oakland Athletics to be a competitive team in a game where the highest bidder usual wins. (Stupid Yankees and Giants.)



Demaj, D. (n.d.). Demaj: Using GIS Software for Sports Analytics. MIT Sloan Sports Analytics Conference. Retrieved May 16, 2014, from http://www.sloansportsconference.com/?p=8387

Narducci, M. (2013, January 30). Memphis committed to analytics.HoopsHype -. Retrieved May 16, 2014, from http://hoopshype.com/articles/narducci/memphis-committed-to-analytics

What is Sports Engineering?. (n.d.).International Sports Engineering Association. Retrieved May 16, 2014, from http://www.sportsengineering.co.uk/students/what-is-sports-engineering/