GCPP:Proposal-Gilthead

Prototype Releases
Alpha 1 -- 5/3/2008 01:30 PDT initial release with full functionality Alpha 2 -- 5/3/2008 11:00 PDT Added some documentation to the initial option selection page changed wording from 'mouse' to 'piRat' in initial option selection Alpha 3 -- 5/3/2008 19:40 PDT Revamped HTML Page to add documentation Altered Font for bonus words Caused tabletop and final bonus word to 'stick' at end of game Changed normal mouse delays to 13,7,5 Balance Beam background color changes when reaching par Alpha 4 -- 5/6/2008 00:25 PDT Added Fish piece Cedar piece strength nerfed River flows fast whenever it's not full Leg height fixed to 6 pieces 'Refined' is now 'Nice Curves!' Added quick start buttons for beginner and normal games Added background image for Blueprint Altered Mouse Animations: right mouse more invasive than left Adjusted probabilities of bonus/knot/normal pieces More options for custom selection of piece probabilities Alpha 5 -- 5/6/2008 23:05 PDT Recompiled for Java 1.5, hopefully allowing more people to be able to play Bonus Outlines now in white, not black (showed up poorly against blueprint image) Nom! text made a more visible color Alpha 6 -- 5/20/2008 00:05 PDT Additional bonus for all one color Additional bonus for all one shape Shape half-matching (any similar shape matches for half points in a row) Pieces can now be dragged! Fixed bizarre button behavior for custom game start Raised scores required to achieve particular levels Target Shapes Rewrote score calculation code for readability and rational behavior River speed now a run-time adjustable parameter Text animates faster HTML updated Alpha 7 -- 9/15/2008 00::23 PDT All pieces are slightly stronger Tabletop thickness has been fixed at max thickness (par value 120) Knotting a piece gives it _negative_ its original strength (vs 0) New policy for PiRat eating: completely random piece Systemic change: We are now differentiating the _pass_ strength from the _par_strength, where a board below the _pass_ strength will booch, but a board must have at least _par_ strength in order to get strength bonuses. Altered coloration of the balance beam: Beam itself will change color at pass strength and par strength on current board Background will change color smoothly based on the rate of increase in strength Bugfix: target space matching should only apply if the row gets a full/half match bonus. Alpha 8 -- 11/21/2008 00:00 PDT Holding down Space Bar makes River flow faster Improved Rationality of Bonus Exclamation Points New Custom Game option: debug mode -- right clicking on piece in river brings up menu allowing player to change identity of piece. New Bonuses: Two/Three color sets: Fire: Red/Orange/Yellow Water: Blue/Cyan/Purple Elementary: Red/Yellow/Blue Mardi Gras: Orange/Green/Purple Two/Three Shape Sets: Kandinskian: all convex shapes Gothic: all concave shapes Mondrian: all straight shapes Above Perfect Shape (each row has only one shape): Tapers -- increasing/decreasing sizes of pieces Hourglass/Billow -- two center rows identical, increasing/decreasing size from center. Rainbows -- each stripe must have color/cedar: Simple: four adjacent colors in columns Flag: six adjacent colors in rows Royal: eight adjacent colors in diagonal strips (no cedar allowed) Change to Dada: Dada only awarded if no other shape/color bonuses awarded requires no matching shape or color in either row or column

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