jawslouis
The main features include:
- Real-time 3D rendering with realistic lighting and shadows
- Drag-and-drop furniture from a catalog of over 400 items
- A floorplan mode to easily recreate your home layout, with automatic adjustments (e.g. moving a wall will adjust the room’s wall and floor to match)
There are also 7 sample designs you can play around with, if you enjoy tinkering with designs.
Any feedback is appreciated :)
For troubleshooting help, you can reach me most quickly on Discord: https://discord.gg/VF9BtYZsK4
Using AI in interior design is very interesting, and something I should look more into. I'll be interested to see how well the AI performs - will probably give some of the apps on the list you linked a try.
A Mac version is something that is commonly requested, so I can look at that if the app becomes popular enough.
My app improves on Sweet Home 3D in 2 main ways:
- Rearrange furniture directly in 3D (In Sweet Home 3D, you have to add/move furniture in the 2D view, which then updates the 3D view)
- Better graphics (Sweet Home 3D doesn't have textures on most furniture)
Show HN: MakePlace – An Interior Design Simulator
https://store.steampowered.com/app/2082490/MakePlace/
MakePlace is a PC app that lets you drag-and-drop furniture and edit floorplans. The goal is to make interior design easy and fun, like playing with Lego.It started off as an app to simulate housing in an MMORPG, since the furniture system there was atrocious. I'm now trying to see if it would work well as a simulator for general interior design too.Like many 3D design software, there are a...
I agree that a 55% weak stone is not ideal, but it seems to be the easiest way to balance the game for now. Having the 1st stone become "locked" if it doesn't get captured, would also be surprising for new players.
I also did think about just letting players enjoy the 1st-player advantage, but on hard AI, green wins 43-7. That was what made me think of a way to balance the game in the 1st place.
I also recognize the need to better see the 'influence' level of a cell, especially for players who want to get better at the game. Maybe scaling the size of the colored hexagon in each tile would work. So the colored hex would grow with 'influence', and once it reaches the border it would become locked
1. I can try experimenting with the border thickness. Selectable tiles would have a light gray border, instead of the dark green/blue border.
3. I'm planning to add a way to view the 'next state' in the next version of the game. But still trying to figure out a good way to visualize the 'influence' of each tile, besides the color.
4. Yes, also will try out the hexagonal board shape. And give players more options for the board size too. I think it's the right size for smaller screens like a mobile phone, but desktop users might want to play with more tiles.
5. Thanks for suggesting the pie rule. I looked into it, but think it'll be too confusing, especially for 1st time players. The 'weak stone' would be easier to understand for new players - perhaps except for those with a Go background :)
But looks like there's demand for more indicators for the game's state. Will need to think more about how to have indicators without cluttering the visuals.
1. My original thinking was to keep the game simple for casual players. But now I see that there are many who want to get into more depth :) Will work on it to make the rules of the game clearer and give an option for more visual indicators.
For now, here are some explanations (which might beg more questions):
influence - at the end of each turn, the average color of a tile's neighbors is calculated, and the tile gets 30% of that color (retaining 70% of its original color)
threshold - once a tile gets 50% of the way to max-blue or max-green, it gets a dark border and is not selectable. 0% is white.
2. I originally thought about square tiles, but then it would be more complicated to figure out the 'influence' on diagonally adjacent tiles. Hex tiles eliminates that issue.
3. There is a strong 1st mover advantage in this game. To compensate, the 1st green tile is actually at 55% color. I tried to balance the game so that hard AIs on both colors would roughly capture equal number of tiles.
Glad you're enjoying the game!
Checked out your site too. Looks interesting!
I could also add an option in the settings to disable animations, for those who like to play fast.
Still trying to figure out the best way to show that information.
The rules are simple but it takes awhile to master. What is your best score against the Hard AI? I got 27 (me on green) – 23 (AI).
Would you want to see some sort of match-making to play against others online?
See demo gameplay or view the source code at https://github.com/jawslouis/Influence-Game