Monday, June 11, 2018

Principle of Dual Multiplicatiom by Variation

The explanation of the principle is that if you take any number and find the lowest number of the next digit count you can take the difference between those two numbers and minus it from the larger number and end up with the original number multiplied by two.

I created this principle in 2015 but it wasn't until 2017 that I put it into a single formula.

The name just about explains the entire principle. Following the pattern of other less-intuitive names for just about anything involving math or science, I set out to create a name that over-explained the nature of the principle and I think I found it. The goal of the principle is to take any number and multiply it by two in a more complicated way. The practical application of this formula is for academic critical thinking (to be taught in classrooms). As for industrial or professional uses, I cannot think of any.

The formula uses the difference relative to the original number and the lowest number of the next digit count relative to that number, this number is represented by y. For example, if I wanted to use the number 7 the next digit count would be 2 and the lowest number of that digit count is 10 so this would be my y. If I wanted to use the number 3,581 then the next digit count would be 5 and the lowest number of that digit count would be 10,000 and this would be my y. After you have the y the formula can be plugged into easily. I have a few variations of the formula depending on its need.

The universal formula, which is the shortest representation of the principle:
a = y + (x - d)
where a is the answer, x is the number to be multiplied and d is the difference between x and y

The calculator formula, which is a formula created for quickly plugging numbers into a calculator:
a = y + (x + (x - y))

The 2-step formula, for solving on paper:
s = x + (x - y)
a = y + s

The 3-step formula, for solving on paper:
s = x - y
r = x + s
a = y + r

As previously mentioned the only practical application for this formula that I can think of would be a lesson in critical thinking in schools similar to imaginary numbers.

Blake Gillma

Thursday, June 7, 2018


Development (Game Dev) is now being done on a bondo games blog. This blog will be used for personal future projects.

Tuesday, September 19, 2017

Anyone reading?

Just a check to see if anyone is reading. I'm getting views but somehow I think they might be bots. If I come to that conclusion then I'll start a new blog, otherwise I'll keep going on this one.

War_44 "Main Feature: Economy & Resources"

Often times in my games, I work around and smoothen out everything before adding the main features to the game. There have been a few exceptions to this rule but for the most part it as held true.

And given that we are now 44 updates in a lot of ground work has been laid for the main features, and lots of smoothing has been done. So I am proud to announce one of the main features of the game: Economy & Resources.

I've designed a system where cities now each have their own wealth that contributes to the income of your country. This means that newly captured land the cities there may be poorer or richer than your own cities.

I've also added mines (oil well, metal mine, etc.) that will add to your resource count

War_43 "Models & Research plans & Optimization & Camera update"

First I fixed the loading screen. It only showed for the Host (All other players just froze on the main menu while loading the main game).

But more importantly, I finished making the models for the majority of the games units:

These units are not currently to scale, scale is applied when they are first created (from their mod file). I've also got plans on what you will be able to research and in what order:

It's not the fanciest picture but it'll do!

I've also managed to add another 30 fps to the game by optimizing some scripts, and finally I smoothed out camera movement! With this new camera update I also changed the camera mod file! But you'll see that later.

I've also added what I call "Height based rotation" which is when in most RTS games you zoom in a bunch and your camera rotates so it's not facing straight down.

This new smooth update with the height-based rotation makes the game not only feel more professional, but just overall better. Seeing as how camera movement is the main way the game is presented, it's very important that I get these sorts of updates in.

New Model: Paramilitary 1
New Model: Paramilitary 2
New Model: Paramilitary 3
New Model: Infantry 1
New Model: Infantry 2
New Model: Sniper
New Model: Anti-Tank
New Model: Light Tank 1
New Model: Light Tank 2
New Model: Armored Tank
New Model: Assault Plane
New Model: Recon Plane
New Model: Bomber Plane
Added: new camera movement
Changed: Camera mod file

Thanks for reading, feel free to leave a comment, and I'll see you in the next one!

Monday, September 18, 2017

Screw Trading.& the problem with networking & plans for the future

Screw trading
I have spent nearly a week trying to get trading to work. Currently its state is that only non-hosts can send trade requests to the host, but they can't send requests to each other and the host can't send requests to them.

Every time I feel I've isolated the issue I find that it never ends up solving it. I feel that I have a general understanding as to WHY it isn't working, but as to how to fix it so far I've been clueless, and after spending nearly a day on the internet (since all previous days of just me trying had failed) I still failed to find a solution to the problem.

The problem with networking
The current way networking/multiplayer works (using the Unity Networking extension I use called Photon) and how it works with (what i believe to be) the majority of networking solutions on most games, is that most networking is handled by a "host". It is their computer's requirement to receive data, send it to the cloud and then the cloud sends it back to all other clients. But it is still the hosts responsibility to send those messages up.

This works very well with things like spawning in units, tracking their location on the map, or keeping track of simple stats.

Users send their trade data to a component that then sends the info to the person who needs to receive the trade request. But for some reason networking has decided that only the host can send messages through this component and therefore only the host can send trade requests. It's a massive barricade in networking code and something I'm working hard to fix.

Plans for the future
(As a disclosure, all the work on this project - including models and scripts have been solely done by me - my friend observed through Skype Screen share).
In order to teach one of my friends how to program in Unity C# we began making a simple obstacle course game. In this game, you would just have a player that could hit red box's (lasers or floors) and he would take damage. You could also find purple orbs to heal you, and you would touch yellow boxes as checkpoints.

Then we said "why not add enemies to make it harder" so we decided to make some enemies that would shoot at the player.

Then we said "why not make the scene better" so instead of just taking place in a generic obstacle course, I spent a lot of time designing an underground sort-of 'hallway scene'. This scene was to be a long hallway where you had to jump over obstacles and avoid getting shot by enemies.

Then my friend suggested armor so I added an armor pickup. And then I figured, while if the player picks up armor then he might as well have to pick up his weapon too. I wanted to make an armory room for this so I added to the start of the hallway a large room which I filled with boxes and lighting.

Then I kept adding to the underground bunker until I had created a facility with lots of different models and things like doors and lockers.

At this point, I had added "seeking" to the enemy because it was no longer one big hallway so the enemy should if he loses sight of you have to "look for" you.

At this point I had also added health pickups (First aid kit) and had added magazine pickups. The world was now a underground bunker (unifnished, only like 3 rooms and the entrance hallway). It was at this point that I decided that the game had taken a new direction.

I'm now working on an "outside of the bunker" and I've decided that the game is going to be an open world first person shooter where the supplies you needed (medical, attachments, ammo, guns) would have to be acquired yourself by going to various locations or doing various tasks.

Currently, I've added a single attachment you can pickup (Flashlight attachment) and there is still only one gun and one ammo type in the game (AK47 - 7.62)

But it has great potential. This is all still being used to educate my friend, but I've decided to pick this up as a full game project.

The majority of my efforts are still to be focused on the war game. All this just means that once the game has released on Steam tha I will have my next project to work on. And don't worry about me giving up on the war game, it's almost done - it just needs a few core features implemented (as well as some networking fixed) and it'll be ready for Steam!

Thanks for reading (especially if you actually got this far), feel free to leave a comment, and I'll see you in the next one!