Posted on August 30, 2008 by Josh Heitzman
After another run to shake out some more bugs, the next run didn’t really tell me anything useful, so I widened the parameters space while going through it at a higher level. That pointed to a narrower parameter space for which the a run is at the lowest level is currently still progressing. Unfortunately it [...]
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Posted on August 26, 2008 by Josh Heitzman
GAE’s inherent logging facilities are pretty good and easily brought a couple of bugs in my prototype to my attention. That’s the goodness.
The badness is that GAE’s datastore doesn’t appear to have any sort of inherint journaling or rollback features, so if something gets funky in the data there aren’t any breadcrumbs to follow [...]
Filed under: Game Development, Web development | Tagged: App Engine, AppEngine, GAE, Google App Engine | Leave a Comment »
Posted on August 24, 2008 by Josh Heitzman
I now have a prototype for a web based game up on Google App Engine. Being a prototype there is just enough implemented to persist one user interaction (take a turn), but that is enough know there aren’t any technical barriers to what I want to do. Now I can concentrate on finishing up game [...]
Filed under: Game Development, Web development | Tagged: GAE, Google App Engine, Pylons | Leave a Comment »
Posted on August 21, 2008 by Josh Heitzman
Playing Travian inspired me to develop web based strategy, and after surveying a number of others to get a feel for the market I’ve begun game design and technical prototyping.
I thought I’d give Appcelerator a try, since it can create project for Google’s App Engine. I noticed that they have a plug-in for Eclipse; [...]
Filed under: Game Development, Web development | Tagged: Appcelerator, GAE, Google App Engine, Pylons | 1 Comment »
Posted on August 14, 2008 by Josh Heitzman
I coded up the first pass at an app for summarizing the results that my stock analysis app produces and promptly found a bug in the analysis app. I figured there was likely one (or more) as I hadn’t had time to test my changes very throughly before I kicked off the last run before [...]
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Posted on August 13, 2008 by Josh Heitzman
Cliff Harris just posted a summary of the responses he got to the question “Why do people pirate my games?” and he surmised that he’ll increase gross sales if he lowers the price, drops DRM, lengthens the demos, and increases gameplay quality. I was planning no DRM myself and being able to do something different/new/better [...]
Filed under: Game Development | Tagged: DRM, Piracy | 1 Comment »
Posted on August 10, 2008 by Josh Heitzman
While, I’ve been mostly distracted from working on my stock analysis software by the web-based strategy game Travian, I have decided to go ahead with creating a summarizing app to post process the result from the my stock analysis app rather then building summarizing directly into the stock analysis app at this time. The [...]
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Posted on August 6, 2008 by Josh Heitzman
I was out of office 7/25 through 8/4, but before I left I modified my analysis software to do what I thought was going to be a very time consuming analysis while I was out for such a long period of time, but it only ended up taking about 10 hours per stock so a [...]
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