Wednesday, July 22, 2009
CeasterTrade online?
Monday, July 20, 2009
From ProtoFlow to ImageFlow
- Starter Kits (when you built a new workshop you get a free tool, so you can start right away)
- Fix bugs that will certainly appear (this happens all the time ;)
- Perhaps more UI stuff (make things clearer)
- Other stuff I think about

Monday, June 29, 2009
ProtoFlow
Hello everyone!
What's going on?
My exams are over (getting results today) and I've had some time to code again. I've done some rewrites of bad code. Cities have a simple coordinate system, created for a linear map. I also extended the admin panel again with some extra fields here and there.
The explanation of the coordinate system copied from the script (as comment) :
CeasterTrade uses a linear map system, which looks like this:
(Hongkong) <- 10 min -> (Brussels) <- 20 min -> (Capital) <- 15 min -> (Washington DC) <- 6 min -> (Rio De Janeiro)
The Capital is in the middle, and the distance to a next city is given. You can calculate the distance to another city by making the sum of the distance to each city in between.
For example: Distance from Brussels to Rio = (Brussels -> Capital) + (Capital -> DC) + (DC -> Rio) = 20 min + 15 min + 6 min = 41 min
The order of the cities and the distance between them is important.
We go out from the Capital, which has CO = 0. Every number in a CO stands for 1 minute. When the CO is positive, it's right from the Capital. When the CO is negative, it's left from the Capital.
So when: CO = -60, that means that city lies on 60 minutes to the left of the Capital.
Then we can easily find the order by arranging them in descending order.
Back to the example, each above city would have these coordinates:
(Hongkong, CO=-30) <-> (Brussels, CO=-20) <-> (Capital, CO=0) <-> (Rio De Janeiro, ) <-> (Washington DC, CO=+15) <-> (Rio De Janeiro, CO=+21)
Polishing
I’m very happy with where my game is right now. I have a descent framework, with some good basic features. It’s playable. The only thing is, I don’t think it’s fun, and it doesn’t look fun. Honestly, for me, it doesn’t necessarily have to be fun. This is an experiment and a journey. But, I think there is potential in the basics I’ve laid. Now I will have to polish it into a good game.
UI is needed to show the potential
To make good use of the basics, I need a good UI. At first I didn’t think it was important for a preview / ALPHA, but I started thinking…
“I think there is potential in this game.”
For other people to see this potential, I’ll need to give them guidance. From the start on I had the UI in mind, and acknowledged its importance. This thought moved to the background while creating a working prototype, and partly because of my lack of experience with javascript.
An innovating and interactive 2.0 game interface
I like to design an UI, and my dream is “an innovating and interactive 2.0 game interface”. I expect it to be less romantic to implement it in reality. Many of my ideas for a good interface are from the period before I started coding. And I still like ‘em. So I can just start working!
Browsing
The browsing through shops has been important since the beginning of this game’s design. I decided I would use a “linear map” and chose the same for cities.
Advanced javascript UI
Yesterday I decided I would explore the world of advanced javascript and cool interfaces. So I just googled “advanced javascript UI”. The result was some interesting sites and… CoverFlow!
ProtoFlow
Now I had something to work with! I needed CoverFlow, I needed it to be javascript, and it would be cool if it used Prototype (the javascript library I’m working with). A quick search on google showed me ProtoFlow. Now I hope I can rework it to a feature of my game-with-potential.
I know I have promised you some posts and that I would post more often, but I don’t know if I’ll be able to accomplish that. But, for faster updates, follow me on Twitter!
See you later!
PS Don’t be surprised if I’ve changed my mind about the UI the next time you hear me, I do that sometimes ;).
Thursday, June 4, 2009
Hiatus

Thursday, May 21, 2009
Saturday, May 16, 2009
Keeping you up to date: Prototype
Hello everyone,
Again, the writing of this post took me longer than I expected. With this post I want to let you know where I am with CeasterTrade.
I actually have (almost) finished a very basic prototype of the game. This is important because I can test features and game play before spending to much time and energy in bad features.
The most important things you should know about this prototype are:
- It has a crappy layout and no (good) graphics. For its final release I'm planning many graphics and a very user friendly interface, but these are problems for later. Testing the game itself is more important.
- Basic features are implemented. Like for example: buying, selling, producing, building. But some systems are simplified. There is room for improvements/expansion after the testing!
- More complex features and cool stuff aren't implemented yet. I have to make sure the basic ideas work properly.
- Security and some back end stuff (like a decent admin panel) I need to work on later on the road.
So, with this prototype my goal is to gather information about what is fun about the game and what is not. Just so I can make further development more targeted. Off course, I'm also dying to see my game working ^^.
I'm currently doing some small things while waiting for my father to host the prototype. I'm also spending my time more on other things, like school and designing other games.
When the prototype is going online, I'll let you know. But note it's just a prototype, and by no means an alpha phase. I'll just be testing stuff, and showing it to some people.
That's it for today, but I hope I'll be able to post more often in the future!
Greetz,
Janne





