Categories
Game Design Villanostra

Villager Relationships

In considering life events for villagers, I’m already modeling their career, health, economics, and education. What’s really important in real life that I’m not currently modeling is relationships. I considered using a relationship map like some RPGs use, but it think that’s pretty unwieldy for the concept’s relative importance in this game.

I already have a chart for each villager, showing their coins and their stress. I could add another column for their relationships: spouses, dependents, other family, friends? I’ve even considered that if villagers marry that I move both of them to the same line on the chart and pool their values. Having more dependents means they’d have to pay for more food. Relationships also tie closely to the moral value of Loyalty, and could be at odds with Liberty, so that could introduce some new mechanisms.

I’ve also considered that the game should have an objective measure of the village’s well-being at the end of the game, regardless of the councilors’ moral value scores. Relationships could be an important part of that.

Definitely something to think upon more, and experiment with.

Categories
Cooking

Red Beans and Rice

I’ve been doing a lot more cooking over the last couple of years, since I have more time at home than Karen (for the time being). I’ve been wanting to make red beans and rice because I know it’s something Karen likes, but the last recipe I tried seemed like a lot of work and the results weren’t that exciting. I found a recipe for “Easy Red Beans and Rice” which isn’t authentic at all (no celery? tomatoes? really?) but did seem like less work. I added seasonings from the Chef John recipe, and here’s what I came up with. Karen declared it a success. (I’m not sure it saved me much work over the first recipe, though.)

Ingredients

  • 16oz kielbasa, cut diagonally into ¼ inch slices
  • 1 onion, chopped
  • 1 green bell pepper, chopped
  • 1 stalk celery, chopped
  • 1 clove minced garlic
  • 2 (15oz) cans kidney beans, drained and rinsed
  • 1 (16oz) can petite diced tomatoes
  • 1 (4oz) can diced green chilies
  • 2 bay leaves
  • ½ tsp dried oregano
  • ½ tsp dried thyme
  • ½ tsp black pepper
  • ¼ tsp cayenne
  • salt to taste
  • 2 green onions, chopped

Directions

  1. Start cooking 2 cups rice
  2. In a large skillet over low heat, cook sausage until it starts to brown, and the oils coat the bottom of the skillet.
  3. Stir in onion, green pepper, and celery; saute until tender.
  4. Pour in garlic and beans and tomatoes and chilies (with juice). Add seasonings. Simmer uncovered for 20 minutes.
  5. Remove bay leaves.
  6. Serve over rice, with green onion and hot sauce to taste.
Categories
Career UX Engineer

Regular Expressions

I already had some experience with regular expressions years ago, so I thought the lesson on them in FreeCodeCamp.org wouldn’t take me all afternoon. I was wrong: they’re really hard. These were the first exercises where I had to look at the hints.

In my defense, for the first exercise where I looked at the hints, it was because the solution required the use of the parentheses operators, which hadn’t yet been introduced. Grrr.

As for the second exercise where I looked at the hints, well, it was just hard. For me, anyway.

Categories
Game Design Villanostra

Villager Stories

I changed the word “facility” to “building” throughout the game this morning, since it’s a more familiar word, even if it isn’t as technically accurate.

I asked Karen to help me come up with a list of life events for the villagers. I think a large part of the success of this game will come from how players feel about these villagers. I’m wondering, for these life events, if they should be very detailed (“_____ was foraging in the woods when they stumbled across an old cave, and found a stash of jewels inside!”) or if they should be general (“Treasure”) with the players requested to tell a little story about each event. The rest of the game doesn’t really have a storytelling feel to it, so I probably shouldn’t put that burden on the players.

Categories
Career UX Engineer

ECMAScript 6 Complete

On Thursday I completed the “ES6” lesson for FreeCodeCamp.org’s “JavaScript Algorithms and Data Structures Certification”. That’s probably the hardest lesson I’ve gone through so far. A lot of the new syntax doesn’t seem to build well on the existing structures or my previous knowledge, so it doesn’t feel intuitive at all. And several of the exercises seemed to present new language features without providing a very helpful example of when the feature would be useful. I am concerned that I won’t remember this stuff at times when it would be good to use it.

I’m focusing a lot of these lessons and avoiding employer outreach. I shouldn’t really do that. I need to split my time between the two. And improving my branding assets. And helping with UXPA. And taking care of household things that need my immediate attention. And getting a little rest during the day. And not screaming in frustration.

Categories
Game Design Villanostra

Playtest Feedback

Saturday’s playtest of Villanostra went pretty well. We didn’t get as far as testing any of the new facility abilities, but the playtesters were engaged and gave me interesting ideas.

  • Score all undamaged facilities each year, whether they employ a villager or not. Bonus points for matching values on employed villagers.
  • Players called them “buildings” instead of “facilities”. While they are not all technically “buildings”, it’s a more familiar term and I should use it instead.
  • Dot voting for project selection worked great. Only downside is that councilors couldn’t earn a coin by not proposing a project, so the economy is tighter. I’ll leave it as-is for a few more playtests to see if it’s too tight.
  • Councilors who aren’t in play are still thematically present: they could add their influence by some easily-processed rules to help get stuff built.

Considering my own situation, it also seemed to me that unemployed villagers should gain stress. 🙁

Stress and corruption mechanisms already seem to work pretty well. End of year villager processing is a little confusing and slow, so I think streamlining that should be my focus to prep for next playtest.

Categories
Game Design Villanostra

Something Awful

I now have an updated list of village facilities for Villanostra, ready to make a new batch of cards. Undoubtedly, some of them are awful. But testing something awful is how you figure out how to make something better. And I need something ready for our playtest meetup this Saturday: deadlines are great for creating pressure to make progress. Hopefully I’ll have time for at least a brief solo playtest before then, to make them a little less awful before subjecting others to them.

Categories
Career UX Engineer

Basic JavaScript: Complete

Today I went through all 110 steps in the “Basic JavaScript” section of FreeCodeCamp.org’s “JavaScript Algorithms and Data Structures” certification. I even had to write some recursive functions. I feel pretty accomplished.
https://www.freecodecamp.org/learn/javascript-algorithms-and-data-structures/basic-javascript/

Categories
Career UX Engineer

UX Engineer, Step 1

Categories
Game Design Villanostra

Continuing to work out what Villanostra‘s facilities should do. Still struggling to understand how corruption should work mechanically. Trying to figure out facilities that cost coins to operate. Hope I can get a playtest in before our Indy Tabletop Game Creators meetup on Saturday.