Feedback friday

0 Comments | This entry was posted on Nov 09 2012

Not a whole lot visual changing dramatically at this point, but we are trying to get things tested and changed with fortunes.

So I’d like to ask you to give it a shot and leave some feedback in the comments here, there, or to

Some questions

How intuitive is the interface?
How long did it take you to figure out what to do?
Did any actions have unexpected results?
If yes what did you expect and what actually happened?
Do you have any other feedback?

Known bugs:
Cards should be greyed out and have white labels while its not your turn. On your turn the labels should turn red if they aren’t playable or yellow if you can. Occasionally the labels stay white and the playable cards remain greyed out. At this point the game must be refreshed but I’m trying to find the cause of this.

Beware the ides of August

0 Comments | This entry was posted on Jul 12 2012

So as some of you may know I’ve been working on the tarot card-game fortunes. It’s been great fun and I’m pretty happy about how it looks now except for the need to replace our stock art with the art our artist comes with. It is getting very near the phase of opening it up and letting you loyal readers hammer away at a web version of it, get any kinks we missed polished up and getting it worked out for iOS and Android.

Since the fluid design is pretty settled at this point I’m going back and doing something I probably should have done in the beginning; unit tests. Honestly I didn’t because I didn’t know much about unit testing for C#/unity as most of my unit test experience is with java/JUnit. I found the documentation of NUnit very useful and the realization that monodevelop had support for NUnit if i just downloaded it to begin with to be promising.

So looking forward to letting you all play fortunes in the next few months!

Development #2

0 Comments | This entry was posted on Dec 05 2011

Got testing mostly worked out. Updates to smartfoxserver revealed a way to create NPCs serverside so I took some time meddling with that to get it to work with our purposes. Successfully got my two NPCs Hudson and Geoffrey playing the game together.

Now that the testing framework is good my next focus is dealing with server connectability and reliability. Right now if you lose connection you’re kind of in a limbo state and I want ot change that so the system handles losing connection as gracefully as possible.

What are some of the best ways you’ve seen computer programs deal with connectivity issues? What are things you’ve seen them do that aggravated you?