Whyai oh why

Trying to teach AI Volcanique

This was a hair pulling experiment, out of the 30 or so people I’ve taught the game, this felt the most frustrating by far.

It is the first time I have tried to properly push it through its paces. The second playthrough was significantly better (we at least could finish the game), there was less, though still many mistakes that I had to continuously correct. Unsurprisingly, it’s better played with friends, but I also don’t want to bug friends to test every scenario and game state I devise and need testing. This is also absolutely not the way to build this kind of model, but I’m (sort of) having fun.

Updated grid in an attempt to make this easier…it did not
Updated grid in an attempt to make this easier…it did not

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Better images

Setting in place the framework for more interactivity

For some unknown reason, I haven’t been using a spacer when creating all of my diagrams. Just eyeballing it. I hadn’t noticed much in light mode on the site unless I really stuffed it, but when put against the darker background of Photoswipe (more on that below), it was painfully apparent.

Incomes the spacer to slowly but surely fix all of my diagrams:

The spacer, made of an equilateral triangle and even rectangles
The spacer, made of an equilateral triangle and even rectangles

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New powers

Gunning for 30

Some new power ideas. It’s a bit of a brain dump in an attempt to really flesh out lots of different playstyles and potentials for the game.

I’ve been toying with other ‘playstyles’/ways to win, including a Parasite, a ocean/tidal manipulator, maybe an ‘architect’ style that can modify the board and one that goes all in on a singular powerful critter (demigod/hero creation).

One of the biggest identified elements - are a way to spend 3 different resources. My favourite is the ‘appeasement’ or the stealthy point style.

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