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.

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.

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.

Multitouch table options

A multitouch table is a computer with a large display that can detect multiple fingers and or objects that are touching the display. Each of these fingers/objects can be tracked by the computer and used to control the software. Think Minority Report.

Imagine being able to play board games without having to waste time setting up and putting away the game, without having to have a ‘banker’, without misinterpreted rules. Or imagine playing computer games where your team or opponents are sitting around the table with you. Currently, the price of these systems put them outside the mainstream, but as the technology improves, I think they will be adopted by more and more people.

William has been in the market for a multitouch table for a long time and has considered several options.

  1. Projector and web-cam with acrylic screen
  2. Microsoft Surface and Surface 2
  3. Multitouch monitor
  4. IR sensor

Each of the options above has some advantages and disadvantages:

The projector/web-cam approach is what he considered first because it allows a large screen while keeping the cost low(ish). The main concern with this option is that there would be a lot of trial and error involved in getting the projector and camera setup in a reliable manor.

The Microsoft surface is a nice, if expensive, system. The original surface was a $7000 30″ unit. It was a little small and the sides of the table came straight down making it inconvenient to sit around. Surface 2.0 just came out. It is $10000, has a 40″ screen and looks like a normal table. It also has a per-pixel camera system so that it can detect objects and read bar codes on the bottoms of objects set on the surface. Another disadvantage is that the computer is built into the surface which would make it difficult to upgrade.

Multitouch monitors are smaller than we are looking for in a gaming table. And the large ones are prohibitively expensive.

The IR sensor system is an overlay that you can place over the top of any monitor that detects objects that break the ring of IR lights. It is a cheaper solution. William recently found a company called Mesa Mundi which sells large multitouch IR sensors. It turns out that an early prototype of their system is being used for a D20 gaming session being held at Gryphon Games in Fort Collins this weekend.