Captcha Your Imagination: Comatile Mom
Thursday, August 26th, 2010I've started making quick prototypes of games out of captchas, because really, "why not?"Â A general post mortem follows.
I've started making quick prototypes of games out of captchas, because really, "why not?"Â A general post mortem follows.
I've been working on a little something for a bit now, and have gotten it to the state where I could put a little demo together for you. It generates random titles, and while the demo allows you to title yourself, it's main purpose is to generate titles for monsters found within the dungeon. Check it out!
If you click over on the GAD235 page, I've uploaded the sample files we discussed in class this past week, as well as the Critter base stuff. I've deliberately left comments out of the critter files, as I think it would be a good exercise for you to go through the files and comment them yourself to figure out how it's working, either as a refresher from last quarter, or to bring you up to speed.
For this project, present the user with the option to play any of the following three games:
1. Hangman, pick a word from your wordlist. Display it with dashes in place of the letters. Allow the user to guess letters (or the complete word as a separate option). Give them a finite amount of guesses. After it's over, allow them to play again with a new word, or go back to main menu.
2. Scramble, pick a word from your wordlist. Display it scrambled. Allow the user to guess the word. After it's over, allow them to play again with a new word, or go back to the main menu.
3. Mastermind. Generate a four digit number using only 1-6 for each digit. Allow the user to guess. Indicate how many numbers are correct, and how many are both correct AND in the right spot.
You can make additional combo options of the above for extra credit.
As discussed in class on Monday, you need to create a Card object from scratch, as well as a Deck object from scratch. I have provided you with a test class that you are not allowed to change. It can be found here.
Details on the Card and Deck requirements are found below. I've added 2 small things that we didn't discuss in class, so check it out.
Due Week 7!
Grab CalendarTester. Fill in the missing functions. There is a pretty good order to fill them in to make your code work with other parts of your code most conveniently, so try and make that happen by reading through all the functions you need first, and figuring out where dependencies lie.
Additionally, in a separate file, Allow the user to enter a number (called n). This is the length of an array for you to create, filled with random numbers between 0 and 2n.
Make functions to do the following:
Some key things to study:
The first two should be solveable immediately, but the last 3 will require some stuff from week 2, so you'll have to either read ahead, or wait until next week to started on them.
balance should be some number between 0 and 10,000.
interestRate should be some number between 0 and 0.1
minimumBalance should be some int multiple of 100, between 0 and 5,000
If the balance is less than minimumBalance, charge the user a $100 fee.
If the balance is at least twice the minimumBalance, double the interestRate.
Apply the interest rate to the balance.
For a couple of different reasons, it became a really good idea to break dungeons apart into regions. So I did.
The first of those reasons is efficiency. By breaking the dungeon apart into regions, and placing rooms via those regions rather than seeking a great spot in the entire dungeon, it becomes a much more streamlined process. Not pictured here (unfortunately), I've successfully generated dungeons roughly 6 times larger than are supported with the build here on the site. Unfortunately, the process is still really unstable for large dungeon sizes. I've got a couple ideas for ways to fix that, but they're all massive pains, and I've decided to push them back for now as honestly, do I even need dungeons that big... ever? I see little advantage to it, honestly.
On to some better news, however...
(more…)
Several of the projects in the Casual Games class feature a replacement for the mouse cursor. Depending on how you implemented this, you might run into the dreaded "flickering mouse cursor" problem. It was a bit of a puzzler at first, but here's a quick walkthrough on how to solve the problem...