Wits and Wagers

After taking a few days to start up this blog, I am ready to go back to game development. The next game that I am going to convert for the touch table is Wits and Wagers.

Wits and Wagers is a casual trivia and betting game. A game consists of seven questions. After the question is read, all players secretly answer. All the questions have a numerical answer and the answers are sorted and placed on the betting table. All players then bet chips on the one or two ranges that they think are correct. The answer is read and the correct range is paid out, all other chips return to the bank except for two permanent chips per player.

It is a fun game where having knowledge of the trivia is not nearly as important as betting well. There are several things that make this a good option for conversion.

  • It is a popular game that is still getting a lot of plays.
  • Everyone acts at the same time when writing their answer and placing their bets.
  • Chip management when doing payouts is a bit of a pain.
  • We would like to be able to have hidden bets and an enforced time limit as options.

The one big problem with this conversion is that we don’t want to type in all the questions. Instead, the original questions from the game will be used and one player will read the question and push a “start round” button on the game.

William and I have already started work on the board layout. As usual, the space is tight. It is a seven player game and each player needs their own numeric keypad and betting table. Plus we need a lot of space in the middle to display the potentially large numeric answers and up to seven different player’s bets.

I am going to write this game with the Torque 2D engine. I am guessing that there wont be any additional C++ code required and that it can all be done in script.

Assistant to the Lounge-About

On the advice of a friend, I am starting a blog. I am well aware of how late I am joining the blogging scene. And I have very low expectations of the level of interest that the rest of the world will have in most of the things that I am doing.

However, the multi-touch table we just got is still a fairly new technology, and there may be some interest in our experiences with the hardware itself and our attempt to convert board games to play on it.

I have started this blog by creating a bunch of back-dated entries. These entries come from things that I have written on my web site, Facebook, and Google+. There are also some new entries that I created just for this blog.

I expect most of the entries to be about my programming projects and the multitouch table. But I will also create entries for trips that we take and other things that interest me.

The title of this blog comes from the business cards that William and I created when we left Solidyn. Lacking a “title” to fill in, William became the Lounge-About and taking a cue from “The Office,” I chose Assistant to the Lounge-About.

Practice Log published

The PracticeLog application has been released as freeware and the Android version is available on the Marketplace!

After using the program and app for a week and really enjoying the convenience, I have decided to  make it available to the public. In the unlikely scenario where this application becomes popular, I am worried that it may cause too much load on my web server. So I wanted to have some kind of potential revenue stream to offset this risk, but didn’t want to try to sell the software. So I have gone over to the dark side and added an ad to my Android App.

My first attempt to add the ad was a failure. I thought that I would use the Webkit GUI element to display an ad from my website. To that end I tried to setup Google AdWords but was rejected because the PracticeLog page had insufficient content. (At the time it wasn’t linked to the rest of my site). I know now that this isn’t the right way to put a Google ad in an Android App. The right way is AdMob. This is a free an painless system and they have an SDK that you add to the android app. (Note that you do have to be building the app with the latest version of the Android SDK to use AdMob.)

Putting the app onto the Android Marketplace was a bit of a pain. First you have to pay Google $25 for the privilege. This is a one-time fee to register as a developer, but it did make me hesitate, since I doubt I will ever make enough in ad revenue to pay for it. Then the app has to be digitally signed and you have to have perfectly sized screen shots and icons. This was all a hassle, especially through the slightly buggy VirtualBox VM.

Publishing the C# application was a little easier, the main hassle being adding it to various freeware sites. Fortunately, several of them accept .PAD files. This is a file that describes an application and the developer that the freeware sites can read to fill in their submission forms. It had been a long time since I had visited some of these sites, so I also took the time to let them know about the latest version of the MediaDB program.

So far I have 9 downloads and 7 users, 39 ad views, 0 ad clicks and so $0 in revenue. Of course it is still early and I am not really expecting this program to be very popular. Most people who are keeping a practice log are children who don’t have Android phones.

If it does become popular, I will add a “teacher” mode so that a teacher can have access to the practice logs of their students. The teacher could track their practice time and use the notes to assign tasks for the week.

You can get the C# application on my site: http://chadweisshaar.com/weissoft/practicelog and the Android app from the Marketplace.

Yacht Completed

William and I have completed the Yacht game.

It ended up being harder than I expected it to be (which seems to always be the case). There are a lot of different ways that the game can move forward – the timer, the user scoring, or the user saying that they are ready for the next roll. And keeping track of the state of the game and the players we messier than I expected.

I also had trouble organizing and designing my script code. The lack of an enforced structure made it difficult to decide what file/class/namespace would have each bit of logic. Between that and my lack of experience with the script language, I spent a lot of time looking for code and moving things around.

It was also somewhat difficult to get used to the more event and schedule driven game flow. For things to animate nicely, we needed to introduce delays where there normally wouldn’t be. For example, the game rolls the dice, the dice animate, then then game tells the players what the roll was and the player class unlocks the player GUI and displays the ready button. In application software, the dice wouldn’t be animating, and that would all be one flow of function calls. For the game, there had to be a scheduled delay between starting the dice animation and telling the players what the result of the roll was.

Space was also a more limiting factor than we thought it would be. On the 46″ 1920×1080 screen, the smallest button that the user can feel confident pushing on the first try is 32×32. To get things to fit, the scoring regions ended up being only 24 high.

Here is a screen shot of the completed game:

Touch table construction

The IR sensor for the touch table arrived today (Actually, it arrived Friday afternoon. FedEx failed to leave a note.) Here is a link to the product page at Mesa Mundi. This is the third post about the touch table. Here are the others: MultiTouch, Demo/TV

It came in a large tube:

The tube contained:

 

The four sides attach to each other with an HDMI plug and one corner has the USB cable. Once connected, the corners each have two screws to lock them together. It is powered through USB and is quite thin. We wont be using the included tape since we want the minimum spacing between the sensor and the TV. Overall, the assembly was simple.

The next step is to place the sensor on the TV, attach it to the computer and install the driver. After installing the driver, and rebooting the computer, the sensor was detected and the control panel allowed us to calibrate the screen.

We assembled the screen upstairs next to a bright window and the light was too high for the sensor. We found a setting in the control panel for bright light later, so it may have worked upstairs, but we had planned to set it up downstairs anyway, so we went ahead and moved it down.

Here is a picture of the current setup. Installing the software was also easy. The control panel has options for palm detection, speed vs accuracy, and lighting levels. The touch detections can be sent out as either TUIO events or windows events. The computer is currently running Windows Vista, which doesn’t support multitouch, so we haven’t tried that out yet. In windows mode the touches are converted to mouse clicks. In TUIO mode, we were able to get about 30 simultaneous touches registered.

A friend is planning to build a custom frame for the TV and sensor and we are eventually going to replace the PC with a laptop.

Hansa Teutonica – Update 1

There has been a lot of progress made on the Hansa Teutonica conversion. The model is done, though the testing has been pretty light. Many of the graphics have been created and the GUI code for interacting with the player is started.

Here is a small portion of the board. The cites, offices, roads and houses are all on. The roads are being built programatically based on a source and destination city and a source and destination direction vector. The board still needs to show the upgrades that can be gotten at some of the cities.

Here is the player board. This is for the active player. Inactive players wont have the buttons at the bottom. It still needs to show the cubes covering the non-upgraded ability levels.

Here is a code snippet of two functions that I wrote to try out the new C++ 11 features. They are both doing the same basic thing: Given the value of a member variable, find the object in a vector that matches that value. First, here is what it would have looked like before:

Item* Object::findItem(const string& itemAttribute)
{
  for ( vector<Object*>::iterator oIter = myItems.begin();
        oIter != myItems.end(); ++oIter )
  {
    if ( (*oIter)->attribute() == itemAttribute )
      return *oIter;
  }
  return nullptr;
}

Here is the same basic idea using the new “for each” syntax. Notice that it is much cleaner. And I don’t have to create the iterator variable at all. There are certainly cases where you are going to need the iterator, but this isn’t one of them.

City* Board::findCity(const string& name)
{
  for each ( City* city in myCities )
    if ( city->name() == name ) return city;
  return nullptr;
}

Finally, here is the version using lambda functions. I’d had high hopes for this approach and was a bit disappointed with the results. There are certainly cases for using lambda functions, but this isn’t really one of them. Though, if this were in a performance critical part of the code, the lambda function might be a bit faster. Also notice the use of the “auto” keyword to declare the iterator. This is another new feature, and is a great benefit. Using either of the two new approaches, I don’t have to know what kind of collection I have to use the collection.

Player* Board::findPlayer(const string& name)
{
  auto pIter =
    find_if(myPlayers.begin(), myPlayers.end(),
            [&name](Player* p){ return p->name() == name; });
  if ( pIter == myPlayers.end() ) return nullptr;
  else return *pIter;
}

Yacht

I have started a new project for the Touch table called Yacht. It is a public domain version of Yatzee. To take advantage of the multi touch screen, and to make the game faster, I am doing a “shared-dice” variant where all the players share the same die rolls. As a player locks/selects dice, they no longer use the shared roll of those die.

It is going to be eight player with each person having a score and dice region.

I am trying to pick a simple game in order to learn the Torque 2D scripting and game builder. The Hansa Teutonica project used Torque 2D as well, but William is handling all of the script and GUI parts. He has been using Torque for years and is going to help me learn the scripting sytems. He is also going to build the graphics that the game will use.

Practice Log – Android+MultiUser completed

The changes to the PracticeLog application and the associated android app are completed. They both access the database on my website through the php interface.

I have created a simple user system:

  1. When you create a new user, I store the username and email along with an encrypted password and generated GUID in my user table.
  2. When a user logs in, the given password is encrypted and compared to the stored password. If correct, the GUID is returned.
  3. The other tables are accessed by the users GUID.

The C# changes were fairly simple. I created a login/new-user dialog and left the local database code so that someone could use the program in a offline mode if they didn’t like the idea of logging into my website.

The Android app was a much bigger job. I was able to use all built-in GUI elements, but the life-cycle issues were much more serious than they were in my first Android application. I didn’t want the user to have to log in every time, so I store the users GUID in the application’s configuration data. I also needed to preserve both the timer’s start time and the entered but unsaved practice time when the application is killed. I learned how to prevent the screen rotation from happening and learned how to store the downloaded data from the web during a screen rotation.

Testing the app was a hassle because my phone loses its connection to eclipse after a few seconds. This is probably a problem with the virtual machine that I am using to do the development with. If I had it to do over, I would go ahead and install java and eclipse on my main machine.

I am still considering releasing this application and app, but would like to figure out the ad model for the android app.

Here is what the app looks like:

Hansa Teutonica

Now that we are getting a multitouch table, it is time to write some games for it.

William has already written GemHoarder and we have decided that the next game will be Hansa Teutonica.  It is a relatively new game that we really enjoy. The game doesn’t have a lot of different cards or exceptions that make a conversion difficult.

We are going to write the game with the Torque 2D game engine. William has already incorporated TUIO events into the engine. It is a C++ engine and I will be creating the back-end game model. The game is turn based, and on each player’s turn they can perform 2-5 actions. We know that we will need to be able to undo actions because the player may click in the wrong place, or just change their mind. The later happens regularly in the physical version. So I am going to create a model of the players and the board and then a move system that modifies the model. Finally, there will be some kind of game-runner that interfaces with the GUI to find out what the player wants to do, constructs the move, has the move apply itself, and then saves the move so that it can be undone.

I am also looking forward to trying out some of the new features in C++ 11. My previous C++ application was written with Visual Studio 2008 because the CLI/.NET intellisense is broken in VS 2010. Since I wont be using any of the managed code for this project, I can use VS 10 which supports most of C++ 11. The features that I am planning to try out are the “for each” statement and the Lambda functions.

Touch screen demo

We went to Fort Collins to see the Mesa Mundi multitouch system today. (See original post)

The IR sensor was mounted to a 46″ Sony (A Google TV). It is a very thin system, at most 1/2″ thick, and could detect more than 20 fingers at once. They were using it to run the D20pro role playing system (which was pretty cool). That system was not really designed with a large touch screen in mind, and some of the buttons and menus were a bit small to hit accurately. The sensor also had a higher latency than we had hoped. If you moved your finger across the screen, the cursor stayed a few inches behind.

William’s GemHoarder software ran flawlessly on the screen. The screen was sending out TUIO events and the game connected and played just fine. See a video of GemHoarder here.

The demo was enough to convince us that the IR sensor system was the way to go and so we bought the TV that we are going to attach the screen to. The TV was recommended by the helpful owner of Mesa Mundi as being a perfect match for the 46″ screen. It is the Sony Bravia NX720:

There are several features that make it well suited for our setup.

  1. It is very thin which will make mounting it in a table easier and will leave plenty of leg room under the table.
  2. There is no bevel around the edge. We need the screen to be as close as possible to the IR overlay so that there is a minimum of distance between when a touch is detected by the IR sensor and when your finger touches the screen.
  3. The viewing angle is excellent, even from the top and bottom. The top/bottom viewing angle is bad on many monitors because you are rarely looking at a TV from significantly above or below it (as opposed to sitting off to the side). But we plan to have people sitting all around the table.
  4. It was on sale at Best Buy for the super bowl.

It may be the only one of its kind that was sold during that sale that wasn’t used to watch the super bowl.