[I meant to post this last Wednesday, but... well, I just could muster up the initiative to type it and click. It's so hard sometimes.]
I played some poker at Joel's house last night [i.e., last Tuesday]. Just dime-ante stuff, some draw, some hold 'em. We played a fun seven-card game called Anaconda. Oh, and I learned a new game -- not quite poker, but way more exciting -- called Guts. It works like this: You get dealt three cards at the beginning and there's no betting. The best hand you can make, naturally, is three-of-a-kind. Everybody holds their cards in their hands over the center of the table and the dealer counts to three. On three, you can either drop your cards, in which case you're out of the current round scot free, or you can hold onto them, in which case you lay down the hand you've been dealt against those of the other remaining players. If, at this point, you've got the best hand, you get the pot. The losers each have to contribute the value of the current pot towards the next round's pot. The game ends when you hit a round in which only one player sticks to his guns during the drop-out phase. I invented an extension to the game (I call it "Ultimate Guts") where, if all the players drop out of the round (which happened a few times when the pot got too big) all players have to pick up the same cards again and go through the count-off again, each player knowing that the other players weren't confident enough in their cards to stay in.
Work is pretty shitty these days. There's this big "project" we're supposed to be finishing, but it's just... unfinishable, really. I mean, whenever we talk to our "manager," he's like, "Yeah, it has to have this, and it should include this," like he's some kind of reclusive billionaire building a Mystery House with a thousand rooms. Your house is never gonna get finished, guy. Death march. Just FYI. Like I was saying to Devin, though, it's hard for a little baby job. I have a little baby job, really.
Now for the computer stuff: gzochi is coming along... okay. I need to restructure the shared linked-list type; it's just too fucked up and crazy for use. I'm also at the stage where I have to start thinking about content presentation. Maybe you guys can help. Here's the scoop: A game has sets of "resources" -- images, 3-D meshes, sound files, etc. -- and in order to display, rather, present these resources, the server sends what I'm going to call "presentation hints." So if you send a panel image to be used as the backdrop for a sidebar menu or something, there will be a little cue in the object XML that you receive that'll have a hint for the client to that effect. (The client is free to ignore the hints.) What I'm trying to do is draft up a lightweight... mark-up language, I guess, for game components. Peep the project entry on SourceForge and sign up and we'll discuss it.
I peeped Intolerable Cruelty last night. It was okay. Tonight Tetley peeped some tickets to McFiddler on the Roof. So we are going to see that.
I have to go to work now. Christ.