Posts tagged OCTGN

A breather

I just spent the whole last week working non-stop on a major upgrade for the Star Wars LCG. Literally every free moment I had. Ouch.

Well, that’s out now and hopefully it will be well received. I kinda like the way automations work presently.

Now I’ve only got another major update for Android:Netrunner this time, as well as working on a new secret project :)

Aw Yiss! New A:NR OCTGN tabletop!

The new Android:Netrunner table board and background are so fucking awesome!

ANR Board Sample

Made with the great help from the ANR community on BGG.

Android: Netrunner on OCTGN really picking up speed

I haven’t been blogging much lately because my interest has been mostly consumed in my development of the Android:Netrunner OCTGN game definition and its peripheral activities, mainly casting games, streaming, promoting and of course playing it :)

Just recently we finished the biggest tournament in the world with 128 international participants playing over almost 3 months (1 matchup per week), and as part of promoting the event and the game, I took to casting the matches so that we can later post them online for other to watch. Many many cumulative hours of recording later, and I’ve created a youtube playlist of a significant number of the top matches from the tournament, mostly casted by yours truly, along with my personal NBN of co-casters and video editors. Take a peek if you want ;)

Not only that,but once the tournament was about to finish, I decided to take it even further and livestream the final four matches, just to bring some extra excitement. About 20 people tuned in to watch the final matches and we had quite a bit of commentary and all around fun. Take a look how it turned out.

But other than that, I now regularly stream my games online as I play them, just so that I may raise interest in this great game and also inspire others to do the same. And in fact I’m glad to say it has worked brilliantly. Already we have almost half a dozen players who stream their games regularly, and we even had some cultural complaints about the practice. All this is great news, as it shows a healthy community that will only keep getting larger and more active.

And we already have plans for new leagues and tournaments and people keep inventing more ways to enjoy this game and spead the joy around. The more interest all these generate, the better the actual game will do in sales, which is just great for everyone involved. The future looks bright!

PS: Feel free to follow me on twitch.tv or youtube. My games might not be as well commented or edited as some others, but I make up for it in quantity. :)

I’m just going to leave this here.

/me blushes

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Star Wars: The Card Game LCG on OCTGN

SW:LCG BoxFor the last month or so, I’ve been feverishly working on a OCTGN Plugin for Star Wars: The Card Game, by Fantasy Flight Games and I’ve finally released a polished version that I’m comfortable sharing with the world. So it’s now time to share the news and help people get started in the usual way.

So, Star Wars: The Card Game, is a “Living Card Game” release, much like Android:Netrunner or Warhamer:Invasion and it’s obvious on which theme it’s based on. The game has only gone out to stores this week if I am not mistaken so it’s brand new.

As a game, it is a somewhat asymmetric game, where each side (Light or Dark) has slightly different victory conditions, albeit their core gameplay does not differ all that much. Most of the differentiation happens in the kind of effects each Affiliation focuses on, much like the colours of Magic:The Gathering. I won’t go into much detail here as I’m sure you can find a lot of reviews online if you happen to need them.

I’ve played a dozen games or so by now, and I’m quite liking it. It may not be as deep or thematic as Android:Netrunner, but it has a lot of tough decisions to make and it’s the kind of game that you canot not see its depth of strategy from reading the rulebook and the spoilers, but rather you need to actually get down to the table and get your hands dirty. Even though I seem to completely suck at it (I’ve won 2 games only), it does show a lot of promise.

Game at v1.0.0

So for anyone interested in trying it out, you can now use my polished OCTGN plugin to do so. Below I will provide you with some step-by-step instructions on how to get it up and running.

(Also, check out these  detailed instructions on installing OCTGN as well)

  1. Download & Install the OCTGN client from here (Windows only...for now ;) )
  2. Grab the latest game definition and markers from here . Save them in a location you’ll find again, such as D:\OCTGN\Android-Netrunner
  3. Grab all the card sets from this forum post.You don’t need the patch yet.
  4. Open OCTGN and register an account or login with an existing one.
  5. Go to the “Games” tab.
  6. Use the “Install Game” button and select the .o8g  file to install the game definition first.
  7. Then click on the Star Wars:The Card Game icon that appeared and click the button to “install sets”. Select all the sets and markers you downloaded (You can select multiple at the same time) and press OK. After a short wait, OCTGN should announce that all sets were installed and you should be able to see them in a list.
  8. Download the starter decks to use. Once you get comfortable with the game, you can use cardgamedb.com’s deck editor (once it’s compelte) to make your own decks and export them in OCTGN format. You can also use the OCTGN built-in deck editor, but frankly the cardgamedb is much better for it.
  9. (Optional) In case you’re a new player, grab the rulebook from here (pdf) or watch the video tutorials.

Once everything is set up, you need to find someone to play with. You can go to the Host/Join tab to see if anyone has a game waiting. If nobody does, host your own and put in the title that you’re a new player.

Once you find someone, one of you hosts and game and the other joins. Leave the two-sided checkbox checked and once the game is started, load your starter decks. Things should be fairly intuitive but keep in mind these basic things in relation to the OCTGN engine plugin.

  • First thing you do after you load a deck is Setup (Ctrl+Shift+S). This will check if your version is up to date, show you the Message of the Day, and also give you some Tips on playing the game.
  • The setup will put 4 objectives in your hand. You need to select one to put to the bottom of your deck. Once you’ve decided which one, simply mouse over it and press “Del”. Now that you have just three objectives in your hand, press Ctrl+Shift+S once more to place them on the table
  • Wait until your opponent has placed their objectives on the table as well and communicate if any of you wants to take a Mulligan. If not, then double-click on your objectives to reveal them and start the game.
  • To move from Phase to Phase and to start/end your turn, simply press Ctrl+Enter. This will automatically trigger any card effects that happen after that phase.
  • To attack an objective, target it and press Ctrl+A (or use the context menu on the table). Now you can assign attackers/defenders.
  • Most actions that you want to do, you can do by double-clicking on a card. The game will intuitively understand what you most likely want to achieve and do it. If you’re in an engagement, double-clicking on a non-participating unit will make it participate (turn it 90 degrees sideways). If a unit is participating, double clicking with it will perform a strike. If you’re trying to pay for a card, double clicking on a resource generating card will focus it to generate resources and so on. Double-Click is your friend.
  • If a card needs a target for its ability, simply use shift+click to target another card before you use it. Shift+Click again to clear a target.

I’ve made a video on how to play. It’s a bit outdated now that the new version is out, but I’ll update it in the near future

Enjoy!

What keeps me going

Sometimes I find little  nuggets of happy when I check online to see what people are saying about my OCTGN plugins. I found the following in a french forum about A:NR

by Skychapon “December 13, 2012 4:58 p.m.

7Tigers wrote: ANR module is solely to Konstantinos Thoukydidis (db0).
NB: also he made a plugin for Star Wars LCG …

This guy is good! And it does not get much sleep also saw how quickly he pulled the plug SW LCG!
Thank you to him in any case, I never played as much Netrunner without OCTGN.

For db0, hip hip hip
Hooray!

Put a smile on my face.

Combo Strategy video of Android:Netrunner (on OCTGN)

So my work on the ANR plugin for OCTGN is continuing at a good pace, having reached version 1.1.15.4 at the time of writing this post. As fortune would have it, the plugin has already gained in popularity at the BoardGameGeek, so much so that the first online tournament organized for ANR has managed to fill its 64 positions in less than a week! Since the 12th of September there’s been almost 700 matches concluded on OCTGN!

There are many benefits for having a digital version of the Card Game other than the obvious, and one of them I decided to explore with the help of the player and great video-maker Tragic. The idea I had was this, we were going to play a match of ANR, and both of us were going to record our side of the match, and while doing that, we were going to be providing commentary on our actions and strategy. This way we hit three birds with one stone. 1. We can show the gameplay and deep through required to play Android:Netrunner. 2. We can visually advertise the existence of the OCTGN plugin for ANR and get people to try it out. 3. We can show the proper way to use the OCTGN plugin to play ANR efficiently and fast.

So after a few unsuccessful attempts (1st time, the matchup was completely lopsided. 2nd game the recording b0rked), we managed to get it running as we wanted, and now Tragic has released the results on Youtube. And they are looking really good. Take a look at the videos below to see what a game of Android:Netrunner looks and plays like, how the OCTGN plugin for it works and how I sound like in real life :)

1st game is the pre-built matchup as instructed by the manual of the core set. Jinteki VS Shaper. This is just the cards included in the core set for each faction + the neutral cards for that side (corp or runner). Unfortunately, this game ended up being completely lopsided against me, as I had a horrible draw, while Tragic had an almost perfect one. Still, you can see how I tried to fight the inenvitable and what kind of tactics I attempted in such a very unlucky situation.

I had no chance really.

The 2nd video went better for me, even though I didn’t have a very good hand, but I still ended up losing due to a bad call at the mid of the game. Just a completely wrong decision on my end that ended up biting me in the ass. Watch and see:

I hope you enjoyed these, do let us know what to improve about them.As this is the first attempt at this kind of video and both me and Tragic were attempting this for the first time, there may not be as much commentary as there could be, or we may have just played too fast, used shortcuts which are not obvious etc. In the future we plan to start using constructed decks, and hopefully get far more interesting matches out there.

 

Insightful? Funny? Informative? Convincing? Helpful?


Other similar posts you might also enjoy: Android:Netrunner on OCTGN | Android:Netrunner plugin now available for OCTGN | Netrunner on OCTGN

Android:Netrunner on OCTGN

Android:Netrunner logo. A woman under a blue light, wielding virtual interfaces with both handsI mentioned a while ago that the first and most basic version of Android:Netrunner has been released on OCTGN, and you haven’t really heard from me since. Well the reason is that I was too busy coding improvements for it. I think it’s time to give my latest creation the usual treatment and announce it here.

So Android:Netrunner is a new reimplementation of the Classic Netrunner, but given a really good polishing in the rules and art by Fantasy Flight Games. The game has not been released yet[1] and it already seems like it’s going to be a runaway success! There an absurd amount of excitement for the new version online and the game has been sitting in the hottest games of Board Game Geek for weeks now. It’s sitting in the second rank for customizable games, even before people has a chance to really make decks with it.

The game is a unique blend of asymmetric gameplay combined with a significant element of bluff. This combination, along with the Cyberpunk setting and the (now) Noir flair of the Android universe, makes it a very interesting and exciting game to play.

At the moment of release there’s going to be  7 factions to play with. 4 Corporations, and 3 Runners. One of the runners is even going to be an anarchist[2] playing around with computer viruses. The game comes out with 113 unique cards which is light for a first expansion, but not particularly limiting. You can check out this thread for some in-depth and in-flavor analysis on the runner factions.

I’ve played about 8 games on OCTGN until now, just with the starter decks, and I’m really liking what I see. The feeling I get when I play this game is that it has more cohesion within each faction. They each have a specific style of play that they favor and their faction cards complement it. In deck construction you can use cards from other factions to complement your strength and perhaps even do something completely uncharacteristic and throw your opponent off. I think this cohesion is good because it allows some natural balance as it’s impossible to defend from all angles, so it comes down more to whoever can use their limited tools and some good bluffing to avoid exposing their weak points and hit their opponent where they can defend the least.

A Game of Android:Netrunner on OCTGN in progress

The Jinteki Corporation VS a Shaper runner. The runner has just stolen an agenda and the Jinteki is punishing her by doing net damage.

So, for anyone interested in trying it out, here’s some instructions on how to get it to work with OCTGN

(Also, check out these  detailed instructions on installing OCTGN as well)

  1. Download & Install the OCTGN client from here (Windows only...for now ;) )
  2. Grab the latest game definition, markers and patch file from here . Save them in a location you’ll find it again, such as D:\OCTGN\Android-Netrunner
  3. Grab all the card sets from this forum post.Y ou don’t need the patch yet.
  4. Open OCTGN and register an account or login with an existing one.
  5. Go to the games Games tab.
  6. Use the “Install Game” button and select the .o8g  file to install the game definition first.
  7. Then click on the Netrunner game that appeared and click the button to install sets. Select all the sets you downloaded (You can select multiple at the same time) and press OK. After a short wait, OCTGN should announce that all sets were installed and you should be able to see them in a list.
  8. Download the starter decks to use. Once you get comfortable with the game, you can use cardgamedb.com’s deck editor to make your own decks and export them in OCTGN format. You can also use the OCTGN built-in deck editor, but frankly the cardgamedb is much better for it.
  9. (Optional) In case you’re a new player, grab the rulebook from here (pdf).

Once everything is set up, you need to find someone to play with. You can go to the Host/Join tab to see if anyone has a game waiting. If nobody does, host your own and put in the title that you’re a new player. There’s a lot of people who will help you learn

Once you find someone, one of you hosts and game and the other joins. Leave the two-sided checkbox checked and make sure that whoever is going to play the Corp is set as player [A] (the host can click on the letter to switch it) and once the game is started, load your starter decks. Things should be fairly intuitive but keep in mind these basic things in relation to the OCTGN engine plugin. (In the future we’re also going to have a full How to Play Android:Netrunner on OCTGN)

  • First thing you do after you load a deck is Setup (Ctrl+Shift+S). This will check if your version is up to date, show you the Message of the Day, and also give you some Tips on playing the game.
  • At the start of your turn, declare it with F1.
  • At the end of your turn, declare it with F12. Make sure the game announces that your turn has ended and is not expecting you to discard down to your max hand size ;)
  • If you’re a runner, start a run with [F5] – [F8], or by playing cards. Once your run has ended, finish it with [Esc] is unsuccessful, or with [F3] if successful.
  • Double-clicking is your friends. Almost everything you want to do, you do it by double-clicking on the card in question.

There’s a lot of other tricks you can use in the engine and most of them have been put into the “Did you Know” starting tips. So pay attention and you’ll be flying through the controls in no-time. Any new innovations I add to it, are also going to appear in the changelog and future MotDs, so you’ll know when good stuff has arrived. In fact I’ve been coding like crazy for the last few weeks, much to the annoyingment of the wifey. So much so that I’m starting to feel like this.

A card from Android:Netrunner. A hacker jacked into his interface is using powerful drugs to focus and bypass corporate defenses

Coding an ANR plugin is kinda like this.

There’s already a large group of players using the Android:Netrunner OCTGN plugin daily, since unlike my other plugins, this game is hot stuff. You’ll find a lot of potential opponents to test your deck-building and bluffing mettle.

Good Running!

Insightful? Funny? Informative? Convincing? Helpful?

Notes
  1. Release Date is mid September 2012
  2. Supposedly. I’m not convinced FFG understand anarchism enough to do it justice. Noise, the first Anarch runner seems more bent on mindless destruction rather than anything else. Lets hope future expansions show us a better aspect of the movement.

Other similar posts you might also enjoy: Netrunner on OCTGN | 7th Sea CCG on OCTGN | Android:Netrunner plugin now available for OCTGN

Android:Netrunner plugin now available for OCTGN

Yesterday night I finally managed to release the first working version of my Android:Netrunner plugin for OCTGN. The plugin came out so quickly because it’s a direct port of my Netrunner plugin, which is already at a very polished level. All I had to do this time was fork the code, carefully search and replace the various keywords and work on making the basic scripts (setup table, play card from hand, trash card, start/end turn) work with the new card properties.

I am very thankful to the people online who came forward to provide censored scans or cards and other paraphernalia, xml exports and even the image for my new table board. Thanks a lot everyone, you know who you are. I would never have done it so quickly without you.

And I’m still not done of course. I’m merely warming up in fact. There’s at least 2 more days of frantic coding ahead of me, so that I can bring the core set and the game to the same level of polish as the original netrunner. I need to put in all the scripts for the cards, tweak and bugfix the existing code (although there’s far less script crashes than I expected) and then, finally I can relax by starting to play Guild Wars 2 which will have just come up.

In fact GW2 should already be active for me, since I pre-purchased, but it’s just my luck that I’m working on the weekend. But even if I weren’t, I don’t think I would even try to play without getting ANR finished. I’m far too dedicated to it to stop now.

It’s actually weird just how much I’ve been hooked to coding for this card game. I haven’t even checked my RSS feed, of which the priority items only are already ~500. That’s going to be a PITA to get though.Worth it though.

Anyway, at the moment, anyone can download the basic first version as well as the required markers. One can also download the first set, in its censored version. You can find all the links in the forum.

Why is the first set censored you ask? Well from what people tell me, FFG, the creators of Android:Netrunner have this unwritten policy that they allow online versions of their LCGs, as long as the cards text is censored in some way for the first six months a set is out. Apparently they are likely to send you a nastygram or an outright DMCA request to your host if you don’t abide by this. I have no idea how true this is, as I’ve only heard it third hand, but there you have it.

Because of this, I’ve avoided uploading an uncensored set to my website as I’ve done with all my other CCGs, as I may wake up one morning with my site (or Google account, had I used google drive) taken down. I also didn’t upload the censored version because of the same concerns, given that this is, again all third hand knowledge.

To tell the truth, this whole policy is not only unnecesarry, but also counter-productive. From my experience, most people play card games online when there’s absolutely no other option (and maybe not even then). I’ve yet to see anyone who does it because they’re too cheap. This doubly goes for LCGs which do not have the collectible aspect and thus I can guarantee you that 95% of the people playing have bought the cards. If anything, having an online version is helpful as it increases exposure to the game, and it allows people to check it out and see if they like before they buy. It will absolutely boost sales, particularly with the price ranges of LCGs.

With Android:Netrunner, it’s makes even more sense to allow the uncensored cards at this moment. The game is not even out. Excitement is running out and letting people play a version online (which is never as fun as playing the actual game) can create more buzz and talk about your game. But because of this misguided overall policy of FFG, I’m afraid to do so, as it might lead to action against me. For doing something nice for others and FFG no less. But these are the pains of our culture of permission and intellectual lockdown. Company policies are just as often driven by their legal department, rather than what makes business sense.

But enough about that. Now is the time to grab the OCTGN plugin, a friend and give the whole thing a whirl. And remember, the version you play now is about 10 times worse than the final one I’m going to be releasing in a day or two. So even if you’re not impressed with it currently, check back again when the automations are in place and see what you think then.

Insightful? Funny? Informative? Convincing? Helpful?


Other similar posts you might also enjoy: Netrunner on OCTGN | The rigors of OCTGN development | OCTGN is going cross-platform

The rigors of OCTGN development

I must have spent 16 hours a day on the weekend coding my netrunner plugin and yesterday I stayed until 5am coding the latest features. I don’t know why, but this kind of thing is addicting to me. I just can’t tear away from my computer while my code is still not working. If I don’t get to a working state, I won’t go to bed. And given the sorry state of the OCTGN debugger, something that I think will have fixed in 20 minutes, ends up taking 1.5 hours. Of course my wife is none too impressed by this, since I end up telling her that I’ll be going to bed “soon” and when I get there, it’s not even in the same timezone as “soon”.

WTF is this shit?!

And speaking of  a debugger, can I rant about the one, or rather lack of one in OCTGN 3 for a moment? Dear gawds I want to rip someone’s head out at times. It is so bad that the only thing I get is a python syntax check when I try to install a new version of the plugin, and even then, when it finds unexpected sytax (eg, a missing closing parenthesis, a bad indentation etc) it will report the correct issue, but then point to the wrong line of code! You can see that in the screenshot on the right, where I removed a colon after a loop opened, so it got confused by the line break. It then reported a line 30 lines above it! it seems that the more deep in the code the error is, the larger the offset of the line reported. This makes finding syntax errors an absolute pain in the cohones. But this is nowhere near as bad as how non-existent runtime debugging is.

If an error appears during runtime (e.g. trying to read a variable that doesn’t exist, like a typo), the only thing I get is a python aborting error that mentions the very first function I called in OCTGN. So if I have a complex structure where the first function can call upwards of 20 others, included nested calls etc, then imagine one script failing with this error. There is absolutely no clue where to begin looking! I used to have to manually enter short pop-up windows in the code, that would inform me where I’m at in the code, so that I can begin to even track the issue. Tracking a small case-sensitive typo could take from 5 to 20 minutes, depending on how much code I wrote in between. Now? I’ve written my own “soft” debugger inside the python script, which accepts levels of verbosity and spits out messages such as which function I am entering/leaving, and what the result of regex commands are. It’s not perfect, but at least it narrows down my search considerably, and I don’t have to repackage the plugin just to insert some error tracking code.

Why would I repackage the whole plugin to test a line of code, you ask? Fool! A sane development environment of course provides some way to alter code on the fly, not to mention a runtime debugger. But OCTGN is no same development environment. If anything, it’s actively taxing your sanity as you spend 10 minutes for the 1000th time, trying to track which of the 10 variables in a function failed to receive a value somewhere. But if that wasn’t enough, the lack of a way to modify your code while in the game, means that the only way to make small changes in order to try and fix issues is to:

  1. Exit the game you’re currently in.
  2. Make your changes in the python code and save the file.
  3. This is what you get if you try to install a new version of a plugin with the same filename as the previous version.

    Re-add the python file into your .o8g file (a simply .zip, renamed). I use 7zip’s handy function to remember the previous names of files you’ve compressed into, so I just select the relevant directory, “compress to” and then select the name. So it adds and replaces to the existing .o8s files with the same name in the current directory. But make sure the .o8g file you’re putting it into does not have the same name as the .o8g file you used last time! Since OCTGN always keeps the current plugin files open in the system, if you try to reinstall a file with the same name, it will fail. So what I do is keep two .o8g in the folder, Netrunner-OCTGN.o8g and Netrunner-OCTGNa.o8g, and every time add the latest changes to the other one.

  4. Go to the Game tab.
  5. Select “Install Game”.
  6. Find your new .o8g file and select it. This takes 2 extra clicks for me since for some reason Windows 7 or OCTGN, I don’t know which, refuses to remember the name of the previous directory I was in last time I installed a game.
  7. Press OK to install it. Hope you didn’t miss any syntax errors. If you did, you have to close the almost-useless error pointer, go back, fix the issue, and then start from step 2 again. But THIS time you have to use the same .o8g name you just used, as it didn’t actually install it, so it’s still using the old one. Make sure you remember that info, because this shit’s written nowhere…
  8. If you had no syntax errors, then it will allow the plugin to be updated after a confirmation dialogue (extra click there.)
  9. Once your plugin is updated, reinstall the sets, if I’ve made any changes to the autoscripts of the cards. Fortunately, those don’t lock the files, so I can re-use the same filenames and don’t have to keep track of which file I installed last time.
  10. OCTGN randomly decided to keep one file open. Why OCTGN? Whhhhhy?

    However, sometimes OCTGN will decide to keep one of your set files open anyway, usually because you looked at one of those cards last (although OCTGN is using an internal DB now). In case you see those lovely red errors when installing the sets, the quickest way to fix it is to restart OCTGN, including logging-in again. Mmmm, I loves me some time wasters…

  11. Go to the game Host/Join tab.
  12. Click “Host” to start a game lobby.
  13. Select the Game you will play from the list.
  14. Provide a lobby name (or click OK to accept the previous one.)
  15. Press Start.
  16. Wait 5 – 10 seconds for the board to load.
  17. Load my debugger (which I’ve conveniently coded so that it spawns 6 cards with abilities I’d like to check and the environment to use them in. In the past I had to always load a deck, use the Setup function, and then fish for the cards I wanted to check.)
  18. Test the new code.

My now I’ve gotten so proficient at this, that I can do this whole procedure in under a minute. However I need to do this for everything. From the smallest typo, to the biggest code blunder in the universe. Can you imagine the overhead of this? I can tell you, it’s absolutely ludicrous. I would code 50 times faster, if I could make code changes and re-run the same code WITHOUT FRIGGING EXITING, REPACKAGING,REINSTALLING and RESTARTING MY GAME EVERY TIME! The fuck!

So imagine doing all that, and then realizing you didn’t fix the issue at all. Imagine you don’t even know where to being looking for the error, so you have to do this whole process 2 or 4 times, just to enter enough messages and error hooks in the places you suspect the problem is, just so that can begin to track it down. I’ve spent hours in issues that would have normally taken me seconds, just because I couldn’t track it easily (think: regression bug) Fun!!!

Fuck you OCTGN! FUCK! YOUUUUUUUUUUUUUUU!

Oh yeah, did you see that wonderful error above. This is the totality of the console I have in the game. A lot of goddamn scrolling involved to perhaps get an idea where the error happened. As you can see, by default, it tells you fuck-all where the error would be. Not only that,  but the error will appear before ALL the notification you’ve put in the code, because python processes the code faster than OCTGN puts out notifications. So first you see the error, and then you see your debugging messages you’ve inserted into the code. Talk about mindfuck.

Oh sure, you see that it was the “useAbility()” function, but that’s just where the rabbit hole starts. In fact, this particular error was caused by a regex which I hadn’t configured to process numbers in the text of special Autoscripted announcements. So one group in the regex results was empty. This was the 10th function or so called from useAbility()…It took me half an hour to track that down, and that was WITH my custom-made debugger spitting out the actual last function used until now. Good fucking luck figuring that out just from that message…

You need to be a goddamn zen coder to not be ripping your testicle hairs out with OCTGN. You need to be able to write flawless code the first time around, because if you don’t, you’d better write your own debugger first before you even begin to write any sort of advanced plugin. And then you’d better have the patience of a Go grandmaster…

Why yes, I have asked the developers for more debugging tools, more than 4 months ago, multiple times, why do you ask..?

Phew! Glad that’s out of my system

However, for all its failings, OCTGN is still top of the line among card game engines, primarily because of its integration of Iron Python. It has its quirks (some of them quirkier than others) but the flexibility and power of using python in the backend just can’t be topped. Other card games like GCCG also support some sort of scripting, but then you have to learn its own internal syntax, which is definitely not as advanced as the capabilities of python. This is why, for all its failings and frustrations, I still stick with OCTGN. It’s the first engine that allowed me to fully realize my vision for how a card game engine online should work (i.e. automation up the arse!).

Hopefully the new version that’s in development will have *something* better than this sorry situation. But I swear if they have to break my existing python code in 20 different ways due to a new interpreter (like what happened when moving from OCTGN 2 to OCTGN 3) without giving me a proper debugger, I’m going to cry…Imagine having to debug 3000 lines of code times 4 plugins…

Aaaanyway, it is what it is. Still, through the fire and flames, I’ve still created a plugin I am proud of, and soon I’ll be using the existing code to implement Android: Netrunner. So why don’t you give the current plugin a run and let me know what ya think. You don’t want to let all that past frustration go to waste, do you? Do you?

Bastard.

 

 

Insightful? Funny? Informative? Convincing? Helpful?


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