Extrapolating StarCraft II

Okay.  Saw an article on Rock Paper Shotgun about an application called Evolution Chamber.  It’s making huge waves in the StarCraft II community because it uses genetic algorithms to optimize build orders…and it works.  It came up with a build order for the fairly standard Zerg seven-roach rush that can have you attacking your enemy with an overwhelming force in under five minutes if you execute it perfectly.  It currently only works for Zerg, but Terran and Protoss versions are in the works.

If you don’t play StarCraft II, allow me to explain the above.  A “build order” is basically a recipe, a series of instructions on how to build your base and make your units that you follow exactly in order to produce the desired result – in this case, seven roach units that you can then use to rush an unprepared enemy.

Or even a prepared enemy.  There’s been a lot of debate on whether a Protoss player could survive against such a rush at all.  The answer turns out to be just barely yes, but only if the Protoss player knows exactly what’s coming.

A lot of people are saying things like “Oh, this is no big deal; games like Chess and Go have standard openings.”  Yes, but in Chess and Go you see the open happen, you know right away what your opponent is up to, and you get to counter as your opponent opens.  Chess and Go also have actual gameplay beyond the standard opening.  The combination of extremely fast real-time gameplay, fog of war and the ability to choose a random race means that you could conceivably have no idea where your opponent is on the map or what race he’s playing until those seven roaches come bashing down your front door.  At which point, the game is over.  The opening was the game.

Which means you didn’t play StarCraft II.  You played rock-paper-scissors.  You only get to play StarCraft II if one player’s opener doesn’t automatically destroy the other’s (to continue the rock-paper-scissors metaphor, you both pick rock).  Evolution Chamber is only going to make that worse.  The meta-game is quickly overtaking the game-game.  Which is why I don’t play StarCraft II online.

That and I suck.


Okay, folks, this is it.

My website is now permanently here at GameDevDad.  ViridianGames.com will now be used exclusively for my online store.

I’ve been advised on multiple occasions to either keep two websites or to be very careful what I say on my “professional” site, since it could damage my career.

But you know what?  I’m sick of it.  I recently posted several heartbreaking posts about Elemental and all that, and while I got flak for it, it made me feel a lot better.

So this site will be as professional or as personal as my mood strikes me – though I will still warn you if I intend to break PSRD (for those who haven’t been here long, I do not normally talk about Politics, Sex, Religion or Drugs).

I am Viridian, the GameDevDad.  This is my story.


Pardon the dust.

The site is going to be revamped to look more like an e-business instead of just a blog over the next few days, so things might look very simple or very strange for a while.


Temptation

In my last post my friend Dave commented thusly:

I know you’re out of games and I know you’re not into moving away any time soon. But I feel I must say that BioWare Austin does have many programmer positions currently open and actively hiring. And I’m not saying this just to get an iPad. I’m saying this because I know you’d like it here.

Dave, you tempt me, but

a) the last time I tried to apply to Bioware Austin they didn’t seem particularly interested in me, even though Wynne vouched for me. I don’t think anything has happened that would make me any more appealing to them now.

b) we have no money to move and are not in a moving mode anyway, and

3) EA Louse seems to suggest that Bioware may be having some troubles of their own. I hate to be swayed by such fearmongering, but this is my family I’m talking about.

So I’ll be sticking it out up here. I think finding another contract job as well as getting Inaria ready for publication is my best bet right now.


What. The. Hell.

Okay! Let’s talk about expectations vs. reality.

I was recently hired by Somanetics to do some refactoring of their codebase and fix some graphical issues with one of their embedded devices. My contract was to last six months, after which Somanetics would have the option to hire me. When my current boss introduced me to one of the VPs and described what I could do, the VP became excited at the thought of how a “real” graphics programmer could improve the software. As we walked out of his office, my current boss remarked, “You probably just doubled your contract!”

Now, I knew that Somanetics had been bought recently, but that didn’t seem to be affecting day-to-day operations of the company.

So everything was fine. Hunky to the dorey, in fact…until last Wednesday.

When we discovered that our new parent was closing this office upon completion of our current project.

Fortunately, the other contractors and I are considered essential to the completion of said current project, so we’ll stay on until probably the first of next year. Then I’m going to be unemployed again.

It’s almost as if Fate or Destiny or the Great Will of the Macrocosm is saying, “Look, man. GO INDIE. How many companies do we have to destroy before you get it? Just do it! Just trust yourself and do it!”


Name That Game 72!

This week’s theme is “From Tiny Acorns…”

Aaaaaand, other than telling you it was an action-adventure-puzzle game using DOS text mode (which you could probably figure out just from the screenshot), I’m not giving anything away on this one. It should be easy enough 🙂

Name and developer, please! And for a twist, I want the developer’s actual name.


Okay, Here We Go!

I had a responsibility that I had to discharge before I could have the time necessary to start on my “Make A Game and Sell One Copy by the End of October” thingy. (Needless to say I’ve already lost the competition; those Ludum Dare guys are ruthless!)

So the game is going to be Inaria. I’ve got the improved version I was making for the iPhone; since I don’t have the hardware necessary to finish that version it’s going to come back to the PC and be my first…commmercial…game! DUNH-DUNH-DUUUNH!

So, I’ve got nine days to finish Inaria and get it up and running. Dreamhost has a free “e-business” web package that I will probably use at first until I inevitably discover that it doesn’t fit my needs and I have to try something else.

Get ready to journey through a new Inaria!


Employed. And Sick.

I am now employed on a contract basis by a company called Somanetics. They make medical sensing equipment, and I’ll be refactoring their code and writing new GUI libraries so that their future devices can have better-looking, more responsive interfaces. It seems to be a really nice company.

Which is why it really sucks that I had to leave early on my second day because I felt like poo-poo. And it’s entirely possible I will be out tomorrow for the same poo-poo reason. Not an auspicious start to my career.

And hey, did someone tell me that Oracle VM VirtualBox was a FREE piece of software that would allow me to set up a virtual machine capable of running Linux or XP inside Windows 7 and I just not hear them? We use it at work with Ubuntu and it’s pretty damn amazing. And FREE. Hopefully Linux will like me better soon!


The October Challenge

I was hanging out in #ludumdare like I do when a regular there by the name of PoV posited a challenge to us:

Make a game and sell at least one copy (or license it) by the end of October.

Well.

I’ll be taking him up on that, and the game I’ll be making is the long awaited Star Kittens! Needless to say I’ll be blogging the entire process.

And if anyone else wants to join in, here’s PoV’s original challenge post along with tips for success!


A New Inaria

Behold!

Inaria!  Compiled with NetBeans and Cygwin!

“But Viridian!” I hear you exclaim. (My god, you exclaim loud. Keep it down, will ya?) “This is just the same Inaria that you’ve been peddling for years now!”

Ah, but it is not. For this version of Inaria was compiled using the NetBeans IDE and the Cygwin compiler platform. And since the source does not call any Windows libraries, that means I could very easily make a Linux version.

If Linux didn’t hate me.

So why’d I do this? Well, I had an interview recently, and the company is using NetBeans as their IDE so I figured I’d get familiar with it. It’s actually quite good – similar enough to Visual Studio that I could figure things out quick. And it’s got one nice feature – hold CTRL and mouse over an include directive and it’ll tell you the path of the file you’re including (or tell you that it cannot find it). Nice.

More good stuff tomorrow, including a CHALLENGE! (For me, not for you. Sorry.)