All posts by Doctor Mike Reddy

Sunnyside Chronicle (Saturday morning Edition)

News
Redmore Killer still at large
Sheriff Jonah Johnson (44) repeated assurances that the killer of Rev Redmore was “almost certainly a stranger to our community who has likely already absconded.”

The crime, a most vicious and unprovoked attack in his home two weeks ago, appears to have been an opportunistic robbery gone horribly wrong. “There were signs of several struggles” Johnson confirmed, “but DNA samples sent off to Innsmouth a fortnight ago have been inconclusive.”

Events
Sunnyside Fete
This Saturday sees a return of the Sunnyside School Fete, a welcome diversion in recent troubled times.

The Sunnyside Fete has a long tradition, reaching back centuries, possibly pre-dating the town’s founding fathers. The settlement was an ancient centre of trade, being at the natural ford of the Manuxet River immortalised in Native American myth and legend.

While the fete’s return may not herald a welcome turning point in the fortunes of this benighted town, it can be considered a glimpse of hope. It was cancelled 3 years ago as a mark of respect after the unexpected sad departure of the Rev. J.S. Samuels, who died of a sudden stroke on the eve of festivities.

Since then, the interim acting head, Mr Albus Smith, didn’t feel it appropriate to reinstate the proceedings. When asked about its return to Sunnyside’s rather sparse social calendar, Mr Smith referred us to the Board of Governors. “New brooms sweep clean. It will be good to return to teaching Chemistry.”

Albus was, no doubt, referring to news that he will be stepping down as acting head, to be replaced by a ‘Ministey approved’ external candidate, Ruth Less (34), who this reporter has confirmed as being responsible for the welcome resurrection of the Sunnyside Fete. “A fete is not worse than Death” she is reported to have quipped to the Board and local Councillors recently.

Obituaries
Reverend Charles Redmore (67)
It is wrong to speak ill of the dead. A line we will all have heard often over the last few decades that our faithful vicar presided over funerals in Sunnyside. Redmore had an infinite capacity to see the Good side in all of us. This, more than the stirring sermons spoken to far too few, will most be missed.

Charles – Redmore disliked formality and titles – was the pinnacle of ‘good shepherd’. Perhaps it was this that was his downfall. A violent attack in his own home has shaken the faith of this reporter, as well as the whole town. The ongoing police investigation has done little to settle a troubled parish, although the Sheriff remains cautiously optimistic of a conviction.

Redmore was not liked, but he was respected. His resignation from the Board of Governors of Sunnyside Primary over ‘differences in direction’, including appointing an external candidate as Head Teacher, caused much controversy. The vicar’s regular outspoken defence of the Youth of the town was often cited as divisive, splitting Sunnyside in two as to how to deal with its very real social problems.

Father Redmore leaves behind a troubled town, no less so because of the manner of his sudden departure. His replacement, Father Malcolm Malcolm, will begin this week. Let us hope he has more imagination than his parents naming ability.

“A Fete Worse Than Death” -A 21st century Cthulhu Adventure

Sunnyside School is not the most salubrious of schools. Unruly, chaotic and occasionally criminal behaviour mars its reputation, and the children are nearly as bad as the staff. It is time for Drastic Measures. The Ministry, flush with the success of transforming Herbert West High into the very model of a modern ambitious educational establishment, have appointed its former leader, Ms. Less, as the new Head Teacher.

She arrives, unfortunately, during the tragedy of the school fete, to the surprise and consternation of Mr. Arthur Pendrákõn (44) the school’s janitorial engineer [@symatt] and Mr. Albus White (??) Sunnyside’s long-standing Chemistry teacher [@richgreen01]

Ruth, her preferred name when “off duty” requests a staff meeting when the fete is concluded. She has big plans for bringing Sunnyside round. Will Mr’s White and Pendrákõn recruit others to help her? Or will they seek to find out what her *methods* consist of. They (and you!) have to decide!

A late arrival at the fete, Father Malcolm, the new Vicar (@gmsmagazine), joins Ms Less in her office prior to the staff meeting. Perhaps his spiritual guidance will strengthen her resolve to save the souls of these poor benighted children? Or is her interest in their future more than it appears to be…

The cast is assembled. Now read on…
Cast (in order of appearance)
Arthur Pendrákõn, 44, the Sunnyside School janitorial engineer, (PC @symatt)
Arthur is from India. Moved here with family about 17 years ago. Hi has one child (boy, not yet seen) who goes to Sunnyside school. Arthur has a Masters in geography and Anthropology. He likes his job as it is. No one knows.

Various noisy 3-17 year old children

Ms. Ruth Less, 31, new Sunnyside Primary School Head Mistress

Mr Albus White, ??, the chemistry teacher, previously acting Head (PC @richgreen01)

Reverend “Father” Malcolm Malcolm, ??, new Vicar for Sunnyside after the previous one, Rev. Redmore, died in suspicious circumstances. (PC @gmsmagazine)

Mr. Leaf Carterton, 29, Sunnyside Shop Teacher, renowned for being a bully

Mrs. Angela Abercrombie, 58, Sunnyside School Crèche Teacher for under 7s

Miss Zachery, ??, (not yet seen) referred to by Mr. White

Mr. Aaron Aardvark, 63, slightly deaf, extremely senile, rumoured to possibly be from regular substance abuse, History Teacher at Sunnyside School. His parents were Peace Corp fans

Alexander Rudge PhD, 87, local Historian and cantankerous old man. Author of “On the Sunnyside – A history of the town” in 1978

Miss Spencer, ?? (but probably very old!), shrewd and wily owner of “the” shop on the corner of High Street and Main Street.

Miss Sally Buchanan, 24, Year 1 teacher, reputed to be extremely fierce and not liked. A sour, grey character.

Aderia Pendrákõn, 37, wife if Arthur, works at the local radio station.

Mrs ? Lee, ?? (not yet seen), teacher

Ms ? Simpson, ?? (Not yet seen), teacher

Mr Marvin Sanderson, 32, single by choice, teacher of English and drama, with a passion for Shakespeare and folk music. (PC @landrasgembar)

If you’d like to join this adventure follow @TwAdven on Twitter.
Add this search (without quotes) to your saved searches:
“#twadv, from:twadven, -RT”

Then post one tweet describing your character (adding #twadv).

You’ll be sent a ‘Welcome to…
“A Fete Worse than Death” tweet’ if accepted; there are limited player spaces, sorry. However, you can suggest story ideas to @doctormikereddy even if you’re not accepted this time.

Start Wrecking: To Boldly Roll – a #1GAM #WoGaDeMo starship combat dice pool game (for tabletop and PS Vita!)

Made notes on ideas for design and deployment in game dev book. Main thrust is “random in” not “random out” so NO dice rolling to determine results. The idea is a (slightly) modifiable dice pool mechanic where dice are allocated to ship systems and ‘used’ to power shields, weapons, engines, etc.

Players have to select strategically between handling the ship and resource management, with 2-12 actions per turn, split between command and engineering. Of course, more dice could/should be allocated for larger ships, and 1-6 mixed actions for very small ships seems workable.

All ships, no matter what size, will have 12 dice in the energy pool randomly rolled before combat. The ship’s capture/victory value is the total of the 12 starting dice (12-72 points, but 42 on average). A low value ship that wins will gain much honour.

Searched Google and BGG for “Start Wrecking”, “starship dice” etc, to check for similar game ideas, and “dice pool” for extra information on the core mechanic. Looks like the mechanic has been used before, but not the way I propose. The name “Start Wrecking” is obviously a pun, as signified by “To boldly roll”* placing us clearly in Federation space. However, I’d like to have an Imperial theme as well, to cover both major fan bases:
“StraW Ars: May the Dice Be With You”** comes to mind, but doesn’t have the same finesse, somehow; “I’d like the ‘straw arse’ dice game please…”

Notes
* “To boldly roll…” is a name idea I suggested to a fellow game designer, who seems to have settled on “Boldly Rolling”. Never throw away a good pun, I say!
** “May the dice be with you.” is Paco’s end tag line for the G*M*S Magazine podcast we co-host

HexStatic – A #1GAM #onegameamonth tile laying strategy game for 1-3 players

Introduction
HexStatic is a tile-laying puzzle strategy game of Red Green and Blue. Players attempt to make loops and lines by selectively laying tiles to form their own structures while blocking those of the other players. But first you need to fight for the right to own a colour in the first place! Will you rush in early, or play a waiting game of blocking?

What you will need?
Scissors (optional), a Printer, paper and/or thin card, or blank Hex tiles.

Print out the PDF file (link below) and paste on to thin card, or use red, green and blue pens (or colours of your own choice) to create your own pieces using purchased blank hex tiles.

How to play with 2 or 3 players
All the tiles except the nexus tiles (tiles where all three colours are end points) are turned over and shuffled.
[Insert picture of Nexus tiles]

Players select 6 tiles randomly, which they can look at but must keep secret from the other . Then the starting player chooses one of the nexus tiles to play first, and the rest are shuffled among the remaining face down tiles. Who gets to be starting player? The last winner of the game, or you can choose randomly. This ends the starting player’s first turn.

Then play commences in a clockwise direction. Each turn, players choose one of their six tiles to lay, where lines of the same colour always line up on all connected sides. Once played, a replacement tile is randomly chosen from the remaining face down tiles. If a tile could not be played, or the player chooses not to lay a tile, one tile is discarded for a random replacement then the remaining face down tiles are shuffled.

When the first structure is completed, either by having a line finished with two end tiles or by creating a self-contained loop, the successful player is assigned that colour for the rest of the game. Similarly for the second player to complete a structure. In a 3 player game, the remaining colour is allocated to the final player. In a two player game the last colour counts as neutral.

Play continues until no more players are able to lay legal tiles. If all players agree, play can be suspended and remaining tiles turned over to confirm no legal moves remain. If there are tiles that can be laid, play continues in the same order, but with all tiles being available to each player in turn order until legal moves are exhausted.

Scoring can be done continuously during play or at the end of the game, as follows:

  1. Loops – count the number of tiles in a loop when completed and multiply by 4. So, a loop of 3 (the smallest possible) scores 12 points.
  2. Lines – count the number of tiles including the two end tiles when a line is completed, and multiply by 2. So, a completed line can be as short as 2 (only two end tiles), which would score 4, but could be significantly longer!
  3. Fragments – lines that have one end tile only are scored by counting the number of connected tiles, excluding the end tile. This should only happen at the end of the game.
  4. Connected tiles – Fragments that don’t have at least one end tile are NOT counted unless there is a tie with scoring for Loops, Lines and Fragments. This should only happen if there is a draw at the end of the game.

How to play a Single Player Game
Set up is the same as for multiplayer, in that 6 tiles are chosen randomly from shuffled face down tiles, excluding the nexus tiles (those consisting solely of line ends), a nexus tile is chosen and played, with the rest being shuffled into the remaining tiles.

Then play proceeds with laying a tile then taking another (or swapping a new tile for an old one and shuffling) until there are no more legal moves possible; confirmation of this may require all remaining tiles being turned over, at which point but the player has effectively given up placing any more tiles and scoring begins.

Scoring for single player games is the same as for multiplayer games, but all colours are counted and only loops and lines score. The aim of single player is to get a new high score, or beat other player’s best scores.

Notes
For a commercial version of this, I would imagine pieces similar to those for Hive; chunky hexagonal tiles with raised grooves. Ideally, I would have coloured lines of different types – dashed, thin and thick lines – to allow colourblind or visually impaired players to have an accessible version. If you’d like to publish this game, please contact me, provided you agree that this Print and Play version is allowed to remain in the Public Domain indefinitely.

Print and Play Files
To come later today. Apologies, I can’t get a decent upload connection right now.

Pixeliction – A #1GAM #onegameamonth quick game for Artists and Retro Fans

Introduction
This is a quick “gamers’ game” especially for retro fans and artists. Pixeliction is Pixel art version of Pictionary. If you don’t have that game, or got tired and gave it away, don’t worry: it’s usually available very cheaply at charity/thrift shops or you can use this online Pictionary Word Generator to get the words.
What do I need?
A copy of Pictionary, the word generator linked above, or paper and pens and (possibly) a dictionary.
An Othello/Reversi board
How to play
Simple, instead of drawing to give clues to the word, you use black and white counters or a blank space to build an 8×8 pixel image on the board. Pixel art is dying, and this game is a way to reinvigorate the form, as well as to give players an appreciation of how hard it is to create sprites.
Options
You could use coloured counters to allow more colours, or go for 16×16 grids, but this will mean it will take longer to create an image; patience needed.

Games, Gandhi and Wrecked Trains – the Unedited version

Recently, I had the honour of writing the guest editorial for Vol2, No.1 of the Computer Games Journal, but the style was a bit mangled by “gramatical error correction”, so I thought it best to reproduce the unedited version here. Please go and read the official version too. Please note, all rights reserved by the Computer Games Journal.

Games, Gandhi and Wrecked Trains
By Dr. Mike Reddy FRSA, University of South Wales
By the time you read this one of the best Games degrees in the UK at the University of Wales Newport will be no more. (Mind you, the institution itself won’t exist by then, due to Welsh Assembly Government imposed restructuring and institutional mergers.) I say, with some conviction, that this award was one of the best, not to boast – it was more the achievements and commitment of the students than it was those of the teaching staff, evidenced by a string of achievements, including BAFTA nominations, Dare to be Digital awards, international recognition of a number of graduate-seeded Indie developers, and an enviable employment rate in the UK Games Industry, reported in the Games Press when the closure of the award was announced – but to mourn its passing, and as a warning that being the best does not save an award from closure, even though it is acknowledged that universities in the UK have an over-provision of games related awards, if direct employment in the industry is the main factor.

The BSc in Games Development and A.I. began in late 2004 and lasted just under a decade, during most of which I had the honour to be teaching some of the many specialist modules; at the end, I was the only lecturer and programme leader, due to redundancies and funding council cuts in what we now recognise is a retracting HE sector. When I arrived at Newport in 2005 I knew I had my work cut out for me; my mission was to raise the standard of the award so it would survive the inevitable (to me) deflation of vocational awards aimed at the Creative Industries, when promised graduate employment did not materialise for many. Not that Newport’s BSc degree, designed by a colleague and friend Dr. Shane Lee, was not appropriate, but because like many novice institutions, we lacked the recognition and industry support, made more difficult by not being geographically situated at an existing cluster of game developers. Another factor was preparation for Skillset accreditation, but mostly we needed to consider graduate employability in a fiercely competitive first jobs market.

The games media were (and are) full of criticism of games courses as being “bums on seats”, under resourced, and out of date. Common complaints from Industry were lack of real experience of the team-based nature of games development and the inability to specialise in the homogenous learning environment of a university (made worse in some institutions by the majority of modules being shared with other computing awards, due to economies of scale more than naked duplicity) when careers in games development were strongly disciplined. Graduate recruitment, conservatively forecast by some spokespeople at 25%, was considered the gold standard for evaluating an institution’s worth; not unreasonably, given that networking and “whom you know” is a common trait of many creative industries. After hard won consultations with several prominent development studios, the need for direct experience of cross-disciplinary development practices in large groups was identified as essential for Newport graduates, along with exposure to standard Industry practices. However, such heterogeneous experience was at odds with traditional, standardised individual HE assessment.

Collaboration over the last ten years with a variety of lecturers on the BA Games Design degree – thankfully not yet under threat of closure – has proven that it is possible to provide relevant experience despite the obstacles: the culture clash between students from disparate disciplines; the emphasis on process rather than product; and the need for fair assessment of individual performance; and the necessity of the importance of pipelines for production. The first year we ran the train wreck module, was as a result of ESF KEF Innovation Strategy Funding, which oiled the machinery of inter-departmental politics; as we had received external resources, eyes were on us to achieve collaboration, when traditional animosities between disciplines might otherwise have prevented such a venture. It helped when the external evaluator for the KEF programme identified Newport’s part as an “example of best practice” in collaboration, and it must be said that friction between the lecturers delivering this shared teaching was non-existent, but was apparent in attitudes of colleagues and some managers.

Thus was born what Newport games lecturers proudly referred to as “the train wreck module”, where traditionally about twelve BSc and thirty BA Year 2 students were involved. Participants were assigned to four or five groups, usually consisting of 2-3 programming students with 7-9 Arts students, a typical balance in the industry. The groups were allocated previously designed game proposals, most often coming from existing game designers in the Industry; some former graduates. Groups were then encouraged to allocate members to distinct roles: BA students were responsible for team management, interpretation of the design briefs and game assets development, while BSc students focussed upon tool development and game implementation. Lecturers acted in the role of producers, with responsibility for approving and signing off work on a weekly basis. This structure lasted until last year, being assessed by individual reflective accounts, portfolios of assets and game files, as well as formal group presentations. All students provided evidence for assessment via construction diaries and traditional meeting minutes. Cross marking was, originally performed by the two lecturers, providing a further level of inter-school collaboration.

Consultation with Industry representatives acting as mentors to the teams, usually having provide the original live briefs for the teams, confirmed that this approach to providing vocationally focussed experience for both Arts and Computing students was perceived as being directly relevant and uniquely effective in addressing many concerns by potential employers about games courses provided by HE institutions. Students did not always enjoy the team experience, but also provided positive feedback on the process. Ability to specialise within a heterogeneous team, with additional experience of large group work was extremely valuable in producing rounded graduates, better able to promote these skills in their search for employment. The approach required a large amount of good will, being difficult to timetable to provide time and resources to students from two different schools, but the results more than outweighed the obstacles.

Participants have universally agreed after the module, and in some cases a long time after, that the train wreck module was one of the most useful experiences of their academic careers. It certainly prepared them for interviews and even the Dare to be Digital competition; Newport was the first, and possibly only institution outside of the organisers, Abertay University, to have two teams accepted in one year, and has an impressive 75% success rate in being accepted into the competition, when only 16 teams are selected each year out of over 100 applications. It must be re-emphasised that these results were primarily a reflection of the student participants, but not without some resistance and occasional animosity.

As Freire pointed out in “Pedagogy of the Oppressed” the most ardent advocates of the status quo are often those with the most to gain by constructive criticism of the ‘norm’. Our experience at Newport was that many, if not most, students actively resisted the ideas behind the train wreck module: notably working with the ‘other’ (Artists and Programmers exhibiting an unusual degree of antagonism towards each other); restricted creative freedom (working to implement the idea of another designer, which would likely be the norm in a typical development environment for a recent graduate); the group product rather than individual effort (measured by quality rather than quantity), and the importance of a work-inspired simulation over standard academic assessment (the idea of being ‘employed’ by the lecturer, rather than effectively employing them, through the payment of student fees).

Occasionally, ‘creative differences’ certainly boiled over into confrontation with a few of the students. I am not (now) proud to say I threatened one or two with instant fail grades when the creative process was frustrated by obstruction of the simulated working environment. I wasn’t alone in losing my temper, although the handful of Arts-based lecturers I shared the train wreck module over the years have less incidents in total than my own; it is clear that they would make better employers than I. However to their credit, all but one of my student opponents eventually agreed that situations arose through ‘prima donna’ attitudes, usually exacerbated by stress over grades, and an unjustified concern that working in a group was going to be detrimental to their degree classification. The one exception resulted in ‘an agreement to disagree’, which taught us both a valuable lesson in avoiding direct conflict. All of the lecturers involved over the years had to engage in “good cop, bad cop” behaviour at times, but we tried later on to engage predominantly in ‘Nonviolent Resistance’; hence the ‘Gandhi’ reference in the title.
The train wreck module was an interesting experiment in nonviolent resistance both to the university power hierarchy and the student cohort, which elicited a number of personal revelations:

  1. Placing responsibility for effective group work squarely on the shoulders of the students themselves (owning the idea that if there is a problem with a member of the team, it is the team’s problem not the individual’s);
  2. Recognising that ‘breaking the silence’ was necessary when problems arose (multidisciplinary culture shock and personality clashes, concern over lack of contribution by doing too little or the control freakery of doing too much, all of which threatened the pipeline of production);
  3. Mediation and moderation (avoiding the ‘automatic obedience’ of being a tutor in what is increasingly a student dominated relationship, as well as team selection based around meritocracy, rather than random or ‘best with worst’ approaches);
  4. Reconciliation rather than retribution (including the occasional ‘sit in’ to facilitate a recognition that the experience of process is far more important than the product).

When I have presented at conference or informally discussed the train wreck module in the past, I have received from academic colleagues (and even students) numerous explanations as to how it couldn’t work in such a such environment, lecturers shouldn’t control who works with whom, the students wouldn’t put up without lecturers actually teaching (i.e. spoon feeding), the faculty couldn’t approve it, inter-departmental collaboration had been tried in the past and failed, and any number of other reason why, like the apocryphal Bumblebee’s inability to fly, it would never work. That, I have always said, is the point. If a games graduate went for interview and said they were an excellent team player and worked well with others, they would hardly be credible. If, on the other hand, they looked the interviewer in the eye and exclaimed wearily that they had first hand experience, and knew at least a few of the ways in which large groups can horribly epically fail, they might be a bit more convincing. Sadly, for me at least, the train has pulled out of the station for the final time.

© 2013 The Computer Games Journal, Candlemas 2013
Reproduction rights owned by The Computer Games Journal

http://www.computergamesjournal.com

ChimeraCCG Nottingham – Many Things in One Body

IMG_3080Chimera CCG (the CCG doesn’t just stand for Collectible Card Game, but Comics, Collectibles and Games) is situated in Beeston in Nottingham, near the University. Originally sited at Ripley, before expanding to Beeston, Chimera’s owners, Andy and Heather Leach, eventually relocated “lock stock and ammo crate” to the current location, due to a more friendly environment, more affordable rates and a better ability to support its local community; including much more accessible free parking. Although it isn’t a typical “footfall” location, Andy confirmed, you have to seek Chimera out rather than accidentally discover it, as would occur if they were in a more central city location. The joy is that people do. Seek it out that is. Chimera has a loyal and growing community of players and customers, which I must confess (in the interests of transparency) includes my nephew, who introduced me to the store during a recent family visit.

IMG_3095On visiting the shop, one of the players I walked in with announces that it has changed a lot since last time she was in; the playing space and a large part of this quite spacious shop are reconfigurable, with some displays being movable to allow up to 70+ game players to be accommodated easily. Having said that, Chimera also run larger events at nearby locations, including hotels, etc, when greater numbers need to be supported for events. These competitions and tournaments are just an additional part of the service that Chimera provides to deserve it’s fan base. Andy is quite philosophical about the threat of the Internet. A Dork Tower cartoon, decorating the fridge near the counter, says it all. Without active support, the FLGS (Friendly Local Game Store) will never compete. Andy comments on the cartoon, “You get what you (don’t) pay for.”

Javin – Java Battle of Yavin Tactical Computer

Repost from the Fantasy Flight forum

Shh, don’t tell anyone, but one of my Games and A.I. students and I are working on a Star Wars Targeting Computer bot to play/suggest moves for X-Wing. We feel that this is both canon – “Luke, you switched off your targeting computer! What’s wrong?” – and we’d like to honour this amazing game by creating an A.I. bot competition in the style of Robocode http://robocode.sourceforge.net/ http://en.wikipedia.org/wiki/Robocode by providing a testbed to allow bots to play in the X-Wing Universe. We hope that making a computer version of the board game, as the first step towards opening this up for artificial intelligence would be both acceptable and of interest to Fantasy Flight and the X-Wing community.

If we get far enough along, we hope to “enter” our own attempt at a bot in the UK X-Wing Championships to be hosted at the UK Games Expo, assuming that this would be allowed. Here is a timeline of what we hope to develop, all of which (possibly apart from the A.I. module itself) will be open source:

1) Visualisation of pieces and board state, movements, etc, in the style of theStar wars tactical displays:

Star Wars Display

with inspiration from the following:

DanOBannon
Star Wars Display 2

Yavin

and the more recent Battlestar Galactica tabletop tactical displays:

battlestar Disp01

battlestar Display 2

The aim here to provide the ability for tournaments to have an abstract projected top down display of the game at hand with some automation in moving ships on screen to match the current board state. We would need some “nudging” to be able to make sure the display matched the board; e.g. If the ref says the X-Wing can attach the TIE, but the computer’s (never inaccurate) digital movement says no, then the physical game would have to take priority. Think Vassal module, but customised to enable the later stages. Clearly, at this stage the intent is to provide a way for a computer program to have access to a relatively accurate board position for ships, and have encoded their ability to move, etc. Fantasy Flight, I am hopeful that if you allow the Vassal mod then this is acceptable.

2) Automation of the movement and action phases of each ship type, subject to the previous “nudging”, including a representation of ship and pilot capabilities and game related stats to enable them to be represented on the display; e.g. TIE 3 has Focus, TIE chose Evade, Y-Wing has sustained 2 shield damage. Clearly, the Vassal mod has attempted to not breach copyright, and we would want to avoid similar infringements, but we would need to be able to simulate the complete state of the game, including pilot stats, in order to allow a bot half a chance to be able to “play” in the proper environment.

3) Library functions to fully automate a game of X-Wing in emulation, so that A.I. (that is Tactical Computer) bots – or should I call them ‘droids? – can play simulated games. Many artificial intelligence techniques require sped up automated games in order to evolve suitable strategies of play.

4) An A.I. of our own to test the testbed, which we would then play against humans to see how well it would perform. This bit, I think, we’d need to keep closed source. In the event that we actually get to (4), an ambitious and ridiculous dream, then Fantasy Flight would have to rule on whether bots would be allowed in tournaments. I’m hoping, at least as a special occasion, this might be allowed, if not in a regular competition.

5) Requesting from Fantasy Flight a bespoke ‘droid pilot card to be allowed official recognition. For example, a tactical computer, no matter how well programmed should (in the spirit of the franchise) not have Focus as an option, but should be very cheap (if not free) to buy; working on the assumption that the human player fielding it MUST abide by the program’s choices in battle for the ships controlled by it. The skill then comes in how well you have actually programmed your Tactical Computers. It would be assumed that TCs would be ship specific – hence the need for unique pilot cards for each ship type – but that the basic stats would be those of the ship’s reference card. The rating of the pilot would need FF to decide, but (for example) a bot would be very fast to react, but slow to target, which would suggest a low rating. Other balance issues, should the idea of a TC be one that FF like as an extension to the rules (even without a “real” A.I. playing, but rather a human pretending), might be extra evades, better target locks, etc, at the expense of the loss of focus.

Of course, (5) is pure speculation, but fun to consider. I thoroughly expect any bot to be much, much worse than an average human. However, the idea is one that (despite probably meaning a lot of work) really interests me. Please do comment, to tell me what you think. Would you be willing/scared to play against a ‘droid (” We don’t serve their kind here! … Your droids. They’ll have to wait outside.”) or should they never be allowed to play in tournaments?

One alternative to a low rating could be an average (middle range) or user selectable pilot rating, which would allow the programmer to decide between move first shoot last and move last shoot first strategies.

Some more reference images (DRADIS from Battlestar Galactica):

DRADIS 1

DRADIS 2

Dradis_Showcase

DRADIS 3

Clearly, we would be looking to get one of the art students to do a suitably Star Wars styled representation of the X-Wing ships, but you can see how a Viper (above) is similar to an A-Wing. This is to provide a “mood board” for conceptualising what the display would look like.

DoctorMike
Update
Got another canon precedent:

“TIE Automated Starfighter (TIE Droid Starfighter) produced by World Devastators in the comic mini-series Dark Empire I.”

http://boardgamegeek.com/thread/925607/tie-automated-starfighter

Why Cardiff is an excellent place to be a Gamer

Cardiff is an outstanding place to be a gamer. Although it isn’t home to any major gaming events in the die hard calendar (yet!), it hosts two exceptional games shops, both of which provide the kind of service that should shame you, if you live or work nearby and persist in purchasing your games from Amazon.
Rules of Play
Rules of Play (RoP) is an unassuming little shop in the Castle Arcade in Cardiff. One of those places it might be easy to miss, among the fashionable cafes and weird boutiques.

Rules of Play, Castle Arcade, Cardiff
Rules of Play, Castle Arcade, Cardiff

However, it is not cluttered, and actually quite inviting. There are none of the intimidating tables with sweaty young men hunched over bizarre dioramas, a la Games Workshop. What there is are staff who are keen to please, able to recommend games to meet the needs of Grand Ma wanting a game for her relatives, and the hardened MTG and CCG nut alike. Quite an achievement, and RoP is probably one of the best games shops I have ever frequented.

While normally there is a cellar for game play, with regular events for diverse games, currently the playing space is relocated due to seasonal flooding. However, RoP also run two game events a month:

  • The second Sunday of every month at Chapter, a family-friendly event usually starting at 5pm with a selection of games to loan out to interested players (although die hards with their own games are often there earlier). On that, the RoP staff are all excellent tutors in games, and will have you up and running quite quickly.
  • The last Monday of every month at The Gate in Roath from 7pm, which is more for seasoned gamers.

I’ll cover their events in more detail in coming months, but it is safe to say that the staff are both knowledgeable and accessible to both novice and expert alike.

Firestorm Games
Firestorm Games (aka StormFire) are less easy to come across, being the “wrong” side of the tracks, if only a convenient walk from Cardiff Central Train Station.

Firestorm Games, 8a Trade Street, Cardiff
Firestorm Games, 8a Trade Street, Cardiff

The shop itself, is about the same size as RoP, but in two smaller sections; one being predominantly Games Workshop (GW) products, the other being a range of board games and accessories for War Games, etc. It’s quite compact, but nice to see things on display for a company that does most of its selling through the Internet. However, the real jewel in Firestorm’s Tardis-like interior is the fully licensed (!) massive play space, affectionately known as “The Battlefields”. Click the panoramic image below to fully grasp this!
Panoramic View of the Firestorm Battlegrounds Play Area
Panoramic View of the Firestorm Battlegrounds Play Area


Firestorm has a licensed bar
Firestorm has a licensed bar
This huge, well-resourced area, with a cafe, bar, figure painting area, and even an arcade cabinet, must be seen to be believed. While it is clear that War Games are the dominant game type here – there is a huge array of dioramas and peripherals, so you only really need to bring your army to play massive campaigns, and Firestorm even offer lockable storage for regulars – there are regular events for CCG, and board game play.
Firestorm's Figure Painting Station
Firestorm’s Figure Painting Station

The staff charge a fixed fee for access to the Battlefields (currently a one off £3.60, but periodic membership is also available), but when I attended recently, there were a range of games on hand, as well as those brought by the regulars, and there was an atmosphere of “Let’s make sure everyone gets a game!” from the staff, who could be seen arranging groups of players to guarantee that people wouldn’t have to wait to be entertained. Even I got roped into a quick game of
Rob and Steve contemplate their defeat in Evil Baby Orphanage
Rob and Steve contemplate their defeat in Evil Baby Orphanage

“Evil Baby Orphanage” despite not intending to stay for long. It just reinforced the great atmosphere that Firestorm provides for the young adult gamer. While I don’t think that this store is as accommodating for families – the licensed bar on the premises necessitates some control over who can play on site – it is good to know that the two shops complement each other perfectly. Both Rules of Play and Firestorm are worth a visit, if you are ever in the Welsh capitol. Next time, I will cover RoP in more detail, especially the regular Sunday and Monday events, but in the mean time, here are some other shots from Firestorm’s Battlefields:
IMG_3001
IMG_2998
IMG_2996
IMG_2994
IMG_2992
IMG_2989
IMG_2988
IMG_2986
IMG_2984
IMG_2981
IMG_2975
IMG_2970
IMG_2965

Kipling, the Seemingly Saying Something Game – #1GAM Entry for @Boardroomers

The @Boardroomers February Game Design Competition deadline is TODAY! Here is my entryKipling the Seemingly Saying Something Game, which will also be my first February entry for #1GAM; I originally developed three @Boardroomers games, but (understandably) they decided to only allow one submission per designer. The other two games:

  1. Aversion – a 3 player card game of Find the Killer/Counsellor/Suicide in a fast Rock Paper Scissors game of Secrets, Intervention and Group Therapy) and
  2. Elementary – A 2 player puzzle card game where you find out which of cards 1-10 the other player has by getting answers for 2-4 of 9 left (e.g. >?, same colour, odd, etc.)

will be posted later this month.