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TOT to Unity3D


Posted by , 15 September 2013 - - - - - - · 773 views
I wrote in the previous post that I was working on the AI. Well it's done, but not tested in depth yet. Also I'd say TOT is 80% finished. But the last 20% will probably take a few more months.
Please give it a try here.
TOT now has offline single player against one of the two selectable AIs, Online multiplayer with up to 4 players. Multiple rooms. Join or create a 2, 3, or 4-player room.

Still a lot of play testing, debugging, and tuning to do. And more features to ads: e.g. social, timer, achievements. And a big graphics re-skinning.

I'm shooting for an iTunes App Store release on November 15, 2013.

Interviews and reviews of The Octagon Theory

Posted by , 09 September 2013 - - - - - - · 580 views

I am currently working on the AI. I just finished porting it from Lua to C# and just integrated it into my TOTu Unity project. It is mostly running but some debugging is necessary. I hope to have it completely debugged today.

I expect to release the TOTu mid-November 2013. Improvements over the old TOT are online-multiplayer with 2 to 4 players, or 1 player against the AI when no online players can be found.

In the meantime here is a list of all interviews and reviews of the original (developed with Corona) TOT.

An old podcast interview I did:




The Octagon Theory (my game) AI was used as a basis for a Masters thesis

Posted by , 09 September 2013 - - - - - - · 779 views
AI, turn-based
A Masters student at University of Porto's Artificial Intelligence and Computer Science Laboratory (LIACC) used The Octagon Theory (my game) AI as a basis for his Masters thesis:

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Posted by , 21 August 2013 - - - - - - · 981 views
Game, Unity, Unity3D
Introduction Hello everybody. This is a great service by gamedev.net so i guess I'll take advantage of it.

I am a very old game developer (if you can call a guy who only released one game a game developer). I am a semi-retired American guy living in Tokyo Japan. Been here for more than 40 years. Born and raised in Johnstown, PA, an old mill town about 60 miles east of Pittsburg. Left when I was 20 years old for the USAF and that's how I wound up in Japan.

Anyway my game is called The Octagon Theory (TOT). It is a two-player turn-based board game like Chess, Checkers, Othello. A person can play against the AI or against another human hot-seat style. There was never any online multiplayer.

TOT was first developed for the Apple II using Applesoft Basic and 6502 assembler. And I sold a few copies on floppy disks at a small computer game shop here in tokyo. That was back in 1984. Then about three years ago I added some features and updated the game for iOS and sold some on the iTunes App Store. I used Ansca Corona to do it.

I always had an interest in Unity which I considered a far superior dev platform to Corona and had always thought about doing my game in Unity because it targets more platforms and there is a lot more that can be done with Unity than can be done with Corona. Online multiplayer for one. But due to the cost of Unity I also thought it was a very complicated tool only for triple-A developers. Because of that and because it is for 3D I was scared of Unity for the longest time. But recently it has been coming way down in price so I finally seriously started studying Unity in January 2013. I followed a few tutorials and thought porting my game to Unity and C# would be a very good way to really learn Unity.

Well here it is eight months later since i started with Unity and it keeps blowing my mind at how powerful and really easy it is to do things with Unity. And I feel very comfortable with it. But by no means have I mastered it. It is just so deep. And as for my game, well it's about 75% finished. It's got synchronous turn-based online multiplayer for 2 to 4 players. But only one room right now so only one game can be in session at a time. I hope to add rooms over the next few days. After I get this done I'll have a web version for everyone to try. Also before I formally release it I want to add AI. The previous versions had AI but no multiplayer. To add the AI all I have to do is change the code from Lua to C#.

I've included a screen shot of it running on OSX. I plan to change the graphical design a lot over the next few weeks. And although this will give you an idea of what kind of game it is it will not look like this when it is released.

Well, that's about it for today. If you've read this, thanks for your time.


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