Does Card Counting work in Black Jack?

I’ve heard a few times in passing that you can count cards and beat the casino in Black Jack. Over the years I spent a little time understanding the basic premise, but only got a shallow idea and never knew if it actually worked. I don’t often go to the casino and I have a crazy low risk tolerance when I do go. Usually I pull out $200 bucks for gambling and then come home empty handed. So do I actually know how it works? Each time I go, I always think I should really test this out and find out.

So I wrote an implementation of the BlackJack game. The rules of BlackJack card counting that I found here and also a simulator. Most YouTube or web content shows the basic ideas of how to count and bet. However, it misses some important details that I was able to uncover with my simulator.

I’m prepping a video for it and here is a sneak peak of a simulated results. I’m also re-using the code to write a BlackJack app that will be fun and also teach you how to play BlackJack to beat the house!

Thread.Sleep(Duration.Months(5))

Wow, so it’s been a while since I’ve had an update. Life is definitely quite an interesting journey and challenges come in so many flavors.

With all the events of the previous month, I was spending lots of time teaching my children, while trying to maintain a normal working schedule and being an OKish husband and father. With the schedules all on overload, when I did get any free time I didn’t have more energy to work on the game, so instead I took a hiatus to play Heroes of the Storm for the last few months.

However, there’s a slight breakthrough in motivation and I’ve started working on the game again recently. I’ve got scaffolding code for the Boss Jellyfish and I’ve implemented an early integration with Google/Facebook authentication for progress saving.

There are a new set of challenges upcoming in the next few months so there may not be updates again for a bit, but in the meantime enjoy the screeny!

First 3D Model!

So I’m very excited about the progress that my artists have made and here’s a little sneak peak of the actual model in the game.

It’s super interesting, because when you work alone, it’s hard to keep the forward momentum and often I explain to my friends that I have highs and lows. When I’m in my high I help the kids with homework, practice music with them, wash them up, exercise and then crank away until 1 or 2am. During my lows, I still do all my fatherly responsibilities, but after that I end up just playing a ton of Heroes of the Storm and watching a bunch of YouTube videos or sleep early.

Now when these amazing artists update me with progress, they often come with a requested feedback loop and a “what’s next” on the roadmap. It’s so much easier to keep the energy to go on, even when I’m in a low. While I wish I could find another local partner in crime who would want to devote the amount of time that I do on my own, I’m OK if still happens because people living very far away are getting paid to be part of this journey.

There are also other interesting developments in the core game and I realize I should eventually put up a dedicated site to explain the gameplay, but one thing at a time. In short think idle income generator, tower defense and auto-battler.

To my one to two readers, thanks for following and I hope you’re enjoying these updates!

Tentacle slapping action!

Dine in some of this awesome cnidocyte action! When 4 Jellyfish tentacles aren’t enough, I’m going for 5!!! Call me crazy!

I am super pumped! After finally hearing the advice multiple times, I decided to finally pull the trigger, spend some cash and hire a freelancer to help out develop some assets. There are some really cool concept pieces in the pipeline, but I’ve still got some work to do before it gets into the game. In the meantime enjoy this preview!

TanksVsJellyfish – Non-colliding Mobs

It’s weird, but all through my life, productivity always came in spurts. I’m not sure how long this round will last, but this time I’m getting an extra burst of inspiration from my children as they love seeing the updates and get really excited as lots of the ideas are being inspired by them.

Hopefully, my one or two friends who still follows me enjoys these updates too 😀

Progress on TanksVsJellyfish!

Well, I’ve decided to conclude my journey with Diggem and mark my first game as completed. I started up my second project and I’ve already taken advantage of so many lessons learned and also implemented some unconventional strategies for game development vs what I’ve read in the industry, but worked pretty well in enterprise software.

Regardless, here’s a prototypey video of some of what’s in store!

18 Levels!

I know many of you have been at the edge of your seat awaiting more gem finding fun! Now there are 18 levels and a scrollable level map! Adding newer levels is going to be simple and I’m in a good place to add more meaningful progression into the game.

I’m going to spend a little time now figuring out what is going to be next and I imagine it’s going to involve getting some reward for beating levels and something to spend your reward on. I realize I should also make it a goal to keep adding levels at a specific interval. Maybe 18 new levels every month.

After that I’m going to think of additional twists in puzzle solving. I have a few ideas involving different kinds of bombs, but maybe mashing up other puzzle game elements will come into play.

As always, thanks for all the friendly support and feedback!

Unity TileMap Bug

I’ve run across a mildly infuriating issue that I finally resolved. If you look carefully at the roof of the windmill in my level selector, you’ll notice that it disappears when I scroll up and reappears when I scroll down.

I’ve done many a Google / StackOverflow / UnityForum searches to no avail and it wasn’t clear to me how to solve the problem. I originally though it was an issue with me using a ScrollRect with a TileMap, but I took the content out of the ScrollRect, manually moved the camera to still see the same artifact.

It seems the actual problem is the hidden bounding box/size of the TileMap. In the inspector view of the TileMap, you’ll see no properties allowing you to see or change the size.

However, I was finally able to identify the actual problem by sheer luck. I randomly inserted another object further from the original tile that I had drawn, delete that same new object and retested the scene. With that, the tile somehow correctly persisted and displayed.

Looking at the source diff in version control I then saw the hidden delta in the actual scene file. It turns out that the TileMaps have a size property, so when I added and deleted the test object, it changed the size to accommodate the tile that I added.

Tilemap:
  ...
  m_Tiles:
	... tile details ...
  ... more Tilemap properties ...
  // Here's the magic
  m_Size: {x: 1, y: 10, z: 1}
  // Above!
  ... even more Tilemap properties

Before I added and deleted the random object, the m_Size property was {x: 1, y: 1, z: 1}, notice now it’s {x: 1, y: 10, z:1}

My guess is that Unity has some definition of the TileMap size to be efficient about only rendering what’s on screen. I eventually report the issue, but I have a workaround for now. I hope this helps someone else chasing the same issue of disappearing tiles in TileMaps!

A tutorial feature!

I’ve finally wrapped up the tutorial feature to Diggem. It seems as though the best way to write a tutorial feature is to also write a “Minesweeper” solver. So due to all the complexity, plus my family duties during the holidays, the tutorial is about 10% of what it could be, but it’s a great start.

Now I’m going to address some lower hanging fruits like more levels and start the power ups soon! It’s time to build “Mo features!” I’m very appreciative for those of you who are still supporting me. Thanks for the patience!

Also, if you have any feedback or criticisms, I’m happy to take that input into account!