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RubyTet 0.1.6

April 5, 2010
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RubyTet 0.1.6 is out!

Since it was a simple and minor change to add the quit button, which will return you to game menu, it only took a few days to release a new version. For the next version of the game, I am working on red gem driller gameplay feature, which will dig its way through blocks on the playfield.

Once the gameplay feature is implemented and version 0.1.7 is released, the next version will see buttons become stylized to make up for the ugly quit button that appears in version 0.1.5.

Eventually, it will culminates into 0.2.0. Hopefully, I have something major planned for that release.

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Fast Forwarding to RubyTet 0.1.5

April 4, 2010
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RubyTet 0.1.5 is out!

Rubytet 0.1.4, which introduce a more fancy user interface for managing interfaces is only days later, replaced by version RubyTet 0.1.5 on April’s Fool. In this version of RubyTet, I introduced a subtle gameplay modification allowing yellow gems to cancel out red gems. While it does work in unit tests,it is my misfortune that I cannot test it in a real gameplay session due to the rarity of having the opportunities to cancel out yellow gem with red one.

To resolve the problem of testing RubyTet in a gameplay session, I’ll need to introduce a system of scenerio, which have presets lines and shapes to test.

Since the opportunity of special gems interaction is so rare, I’ll need to introduce a more advanced version of the gems, called driller gems, which ldig its way into the foundation of blocks in the playfield.  Other than that, I’ll need to reserve further gameplay modification for the upcoming multiplayer upgrade.

On the network side, the login system is complete, and I am in the process of cleaning up the server code. Once that is done, I’ll be able to focus on dragging gameplay code from client to server. Initially, it will be a normal single player version when the upgrade of RubyTet is unveiled. However, once that is complete, I’ll be working a second player into the mix, complete with the first multiplayer gameplay element.

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RubyTet 0.1.3 Release

March 22, 2010
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RubyTet 0.1.3 is out!

Due to the fact that the planned feature is rather small, this version/iteration doesn’t take much time to produce. Mainly, you can now cycle backward with shapes using the end key. This give you a longer survival chance.

Future iteration on the gameplay key issue may involves rotation jumping, for players who are simply tired of all the rotation and is disciplined enough to remember the general shape. Simply press a key, it will jump to that particular rotation, saving you a lot of time.

The next version, 0.1.4, will bring a revamped interface for switching between themes. This is what I am currently working on.

In the network development branch news, I got the whole typing name going and even starting to send the name to server. However, it required me to create a “Player” class to deal with all the extra beverage. The server is finally starting to evolve into a multi-files program.

That’s all for this release announcement. See ya next time in version 0.1.4!

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RubyTet 0.1.2 Release

March 19, 2010
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RubyTet 0.1.2 is out!

Blocks, which used to be previously unthemed, can now be themed via programming. That mean each themes in RubyTet can now be themed in different ways, not just have its images replaced. In the future, maybe everything that can be themed will be programmed, opening up a lot of possibility for visual eye-candy.

That’s it for this small release.

The next release will feature a small but important gameplay feature, the ability to switch backward, instead of just forward. This will help players get out of tight spots.

As far as the next major revision goes, I am working on the network upgrade. This mean rubytet will be multiplayer capable. Right now, I am working just on the login system.

That’s all I can talk about rubytet right now. It’s time for me to develop the next version of rubytet!

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The Rubygame Book Part 1 to Part 6

September 30, 2009

It is my pleasure to announce the complete rewrite of part 1 through part  6 of The Rubygame Book. This rewrite of the book restart the tutorial to focus immensely more on the foundation. While this mean some of the most immediate gratifying parts are gone, the new tutorial include some new tricks and tips that help developers write Rubygame application faster and with shaper focus. Some of these tricks include automatic code loading and naming scheme, a more structured layout of the codebase, and some prep works on the event system.

However, there is still much more to write and rewrite. So stay tune for new tricks you might learn from this book as I write down new knowledge gained from pushing my edge in game projects.

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RubyTet 0.0.6 Release and the KibaBase Release Schedule

July 18, 2009

RubyTet 0.0.6 is out!

Player visable changes in this release added score tracking. You now have the capability to track high scores across gaming sessions. Also, if you accidently deleted your score file, it will recreate a new score file.

As for under the hood change, RubyTet is starting its migration to the Kibabase framework. The lib got renamed to app, and the new lib directory will now contain library code not specific to this game such as GUI library and procedural generation. In addition, upgrades to Rakefile make packaging easier . The dynamic_loader.rb which is part of the dependcity library and originally developed for Bioworld ease the effort of hacking for the developer.

The next release(0.0.7) have two overall goal:

1. Complete migration to the new framework named KibaBase. This requires reconstructing the game’s logic flow but will mostly not touch the actual game logic. As for the Kibabase framework itself, I won’t release it until two condition are satisifed. The conditions are the goal that was mentioned at the beginning of this paragraph and the completion of bioworld’s initial gameplay.

2.  Completion of the red gem gameplay feature. Currently, it give you bonus points, but it should be able to destroy yellow gem.

Since the current release cycle will end at July 29th, Rubytet 0.0.7 is scheluded to release at July 29, 2009 unless the goal are met early.

Next up in the release schedule is the release of Space Fighter Ace. Currently, development is stale so I am going to release the game as it is. Expect it on July 19 but do not expect much wow factor. Since the knowledge capital that will enable the development of physics is missing, I’ll have to resort to writing a small physic project to acquire physics knowledge. Also, the KRPGE framework is masively outdated,  so I am force to schelude its next release in the next release cycle which is after July 29 and ending on August 12.

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Twitter Updates for 2009-07-14

July 14, 2009
  • push lot of bioworld stuff to github #

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Twitter Updates for 2009-07-13

July 13, 2009
  • Today, I worked on generalizing bioworld's generator box into a progress bar #
  • working on rubytet's module package #

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Twitter Updates for 2009-07-12

July 12, 2009
  • Worked on getting Bioworld to draw. However, there is no drawing :( #
  • After a quick logical inference, I made it DDDDDDDDDDRAW! woot! #

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Twitter Updates for 2009-07-11

July 11, 2009
  • Yesterday, I also worked on bioworld, but in a moving car. #

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