Saturday, February 27, 2016

Week Three

This past week had a lot of coding in it. Like, a lot. While i enjoy coding much more than playing the slots games on facebook, staring at lines of code all day trying to find the one tiny error that's throwing off all your results and then repeating the process over and over slowly starts to tear at your brain cells. All jokes aside though,  I definitely am starting to get a feel of how these games should be looking like in general, which will help for the next few games we are gonna be coding. I actually finished for the most part my first game, meaning that when we run a simulator that spins 10,000,000 times it shows the game will pay the correct amounts and have the correct hit frequency, leading to the desired return to player (RTP). Needless to say, this was a pretty great accomplishment for me, although it was short-lived as I quickly had to move on to the next game, as well as attempt to help Max with his own game since he was a little behind after missing a day due to sickness. Max’s game was actually where most of the tiny little headache inducing problems sprung up. For example, there was just one simple problem in the paytable that neither of us picked up on for what felt like at least an hour.

As far as the facebook game data goes, this week we were told to take notes on the more social aspects of the games. This mainly consisted of noting how and where the game tried to incorporate a sort of competition by comparing your scores with either other players on your friends list, allowing you to send and receive gifts from them, or comparing to random players that play the same games, awarding bonus credits if you have one of the highest scores. As I examined many of the top casino apps, I noticed that most of them had a very very similar method of doing this, which many of you may have seen on other games as well. There was a bar at the bottom of the screen that would show all of your friends’ top scores, and if you clicked on one you could send them a gift.

Anyways, those were the highlights of the week, thanks for reading and see you next week!

15 comments:

  1. Congratulations on getting the simulation to your first game to work. Is there a reason why 10,000,000 spins were used or was it just an arbitrarily large number? As you move onto the next game that you are coding, how is the second game different from the first? Enjoy the week!

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    1. Im pretty sure its just a really big number to make sure that the average returns is correct. The second game has a few new features, as well as some from the first game. We're basically just getting a bit more advanced everytime.

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  2. That's so cool that you finished your first game! How many are you planning on creating during your project?

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    1. Between me and max there's a set number of games that have been planned, though I can't name how many exactly as I only saw a list rather than counting them.

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  3. Why are 10 million spins necessary? That seems like overkill, but then again I don't really know anything about coding or casino games. Also: maybe I'm just out of it because I don't have facebook, but do these games require people to pay any money at all or is it entirely free with the occasional small payout?

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    Replies
    1. It probably is overkill, but it's just to ensure that the game is paying correctly over millions of plays, as there are actually even more than 10 million possible outcomes on some games. The facebook games are technically free, but due to the nature of casino games, where the "house always wins," he player will need to eventually pay real money to continue playing, as he/she will run out of credits most likely

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  4. When taking notes on the social aspects of the game, did you know what you were looking for, or was it not until you looked at a few games that you began to see similarities and patterns?

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    1. Though we had a basic idea of what to look for, we definitely noticed some patterns and similarities between games once we got through a few of them

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  5. Congrats on writing a functioning program! (I'm still having problems with this :p) What aspects are you gonna keep in the second game? Will some of your code transfer over?

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  6. Some of the code did indeed transfer over, as there were a few features that were present in both games, though as we keep working on new games, more and more features will be added so there's always gonna be a new challenge. btw good luck on your own code, its a pretty great feeling when it finally works for the first time

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  7. how is the second game different from the first?


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  8. Thank you! I'm not sure if I actually enjoy it more or I just got bored of coding so much that any change was welcome,


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