BetterTech – Overview

BetterTech is a social commentary piece in the form of a 2D puzzle game, tying the innovation in the industrial world to patents and law. You play a worker, a manager or the CEO of your own conglomerate, each with its own requirements, benefits and complications.

Workers

As a worker you are responsible for the optimization and operation of the machines in the game. You are challenged to solve puzzles using available widgets within the machines, and then you are expected to be able to maintain the upkeep of that machine. Widgets are either manual or automated, with a related cost to keep in mind when designing.

Managers

Managers control the deliveries and shipping of your factory, as well as the minutia of interacting with the workers. Managers are challenged to optimize the layout of your factories, to try to maximize the throughput and keep sales at a maximum. You are able to make suggestions to workers and executives to get them to further optimize a machine, or to decrease the final price for your finished goods, respectively.

Executive

Executives manage the business on the whole, controlling the direction the company goes, controlling budgets and price points in an effort to put opponents out of a job, swoop in and steal their workers, and look good in your three piece dress suit. Your day to day involves monitoring the supply and demand of your goods and controlling the flow of your money accordingly.

The goal of the game is to build a successful business. Little more.

Moving to a new Host

In the broad spectrum of things I would imagine that most of you don’t notice or care, but Gneu.org has had a number of things change in the last couple months. I am currently in the process of transferring things over to the new hosting provider (MyHosting.com) where I have more control over my server and have to pay less for better performance. It was a long time in coming and only after a friend of mine (the notorious TJMonk) gave me a kick in my pants recently did I pay attention to the performance i was getting at my previous host.

I apologize ahead of time as the process requires some crafty DNS changes to be able to make it smooth.

Things will settle in shortly.

Helicopter Transport Script – ARMA 3 v1.3

Yesterday I pushed out a new update of the Helicopter Transport script, this time with more flexibility and better stability in multiplayer. Check it out on the BIForums.

Changelog V 1.3 – MP Release

  • Corrected incorrect MP behavior
  • Configuration now present in scripts/transport/init.sqf
  • To transport only need to be off of the ground, within 20m and the difference in speed between transport and cargo needs to be less than 3kmph
  • Cleaned up classification && setup of transports
  • No longer using Hints, reports are handed over via Vehicle chat
  • Lots of MP testing Thanks to TF20
  • Corrects red quads being incorrectly classified

Helicopter Transport Script – ARMA 3

I have just released my ARMA 3 helicopter transport script on the BI Studios forums. Give it a go and let me know what you think.

Current Classifications

  • AH9 – 0 or No Transportation
  • MH9 – 1 or Light Transportation
  • Ka-60 – 2 or Heavy Transportation

Quads and Small boats are class 1, all other vehicles are class 2.

Currently transportable

All boats and land vehicles available in the alpha. Helicopters may not transport each other.

Known Issues

  • Transported vehicles clip through the world.
  • Transported vehicles register the speed of the transporting helicopter.
  • Transported vehicles may be occupied.

Changelog

RC 1
– Initial Release.

[Armaholic] | [Gneu.org] | [BIStudio]

Effective UnrealScript – An Introduction

When I first started out programming the problems I faced were monumental:

  • What is a variable?
  • Why do I need a pointer?
  • For the life of christ, who cares about the differences between stacks and queues!?

Well, here I am some many (many, many) years later and it occurred to me an hour ago that the quality of my complication has increased so much that I don’t even know how to answer those questions well any longer, at least not without drawing. I am about to set out on a new side project to help build upon the concepts that many of us take for granted, hopefully delving into something a bit more involved – what to do once you understand these concepts.

Continue reading “Effective UnrealScript – An Introduction”