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Ad Astra Games AVID Assistant

Created by Ken Burnside

A tablet-based assistant for Ad Astra's 3D space games.

Latest Updates from Our Project:

New Codebase Goes Live!
almost 8 years ago – Wed, Feb 01, 2017 at 05:29:47 PM

The AVID Assistant Version 2 is now up for testing, with a new lead developer. (Jon Barson is still working on the project, never fear!)

You can find the new AVID Assistant here:

http://services.adastragames.com/avid/beta


===

Hello all, I'm Mike.  I'm the third and first programmer on this project.  I'm the third one to head up this effort and the first one on AVID Assistant 2.  AA2 started life as a private project of mine and doesn't share any code with AA1.  

I first met Ken at Origins 2002.  I was on my way to run one of my 12-player games of Twilight Imperium when Ken tried to recruit me into play Delta V (the playtest version of Attack Vector:Tactical).  I'm also the guy behind SSPDF, the software that takes the output from the SS Ship Spreadsheets and turns them into PDFs.

Design Philosophy of AA2

1) The purpose is to speed up game play.
2) Real world usability is more important than looking pretty or being clever.
3) AA2 is a game-aid and not the game.
4) Where there are multiple valid design choices, add a configuration option if possible

Variations

There are three variations on AA2 planned.
1) AVID Calculator

This is the variation that is releasing today.  It is generic enough to support all of the AVID based games on the market.  It's roughly equivalent to the AVID Assistant Version 1

The most important thing to remember is that the AVID Calculator only cares about the Now.  It doesn't care about the past or the Future. Think of it as a pocket calculator for firing arcs.

2) Squadron Strike

This is the next variation that will be added.  It will support multiple unit types (Ships, Missiles, Torps, etc...) as well as Mode 0, 1, and 2 plotting.

3) Attack Vector:Tactical
This is the final variation to be released.

Features

Coordinate system:
AA2 uses a coordinate system to track where the ships are.  I simply place a poker chip in one of the hexes on the map and call it the Origin Point (0,0,0).  The coordinates are written using the AVID directions. For example: (4A, 3B, 5+) would be 4 hexes in direction A, 3 hexes in direction B, and 5 levels above the Origin Point.

The coordinate entry system is very lax and accepts lazy entries.  For example, it will accept (3F, 2D, 3E, 3-). The software will then normalize it to (5E, 1F, 3-)

Multiple ships:
AA2 can support an infinite number of ships.  The practical limit is much lower unless you really like scrolling through ships and have lots of memory on your device.  Ships are arranged into Squadrons with each player leading a squadron.

Multiple positions per ship:
Ships can defined a current location, mid-point, and EOT location.

Shared data:
While it is possible for each player to enter in the coordinates for each ship every turn, it is faster to sync data via the internet.  AA2 connects to a database at Google that allows players to share data.  This is done without accounts.  

To share data, one player goes to the setup page and enters a password in the Game Password field and clicks Game Id.  The server will then generate a Game Id.  This password and Game Id is shared with the other players in the game, allowing them to share data.
  

Tutorials:

A series of tutorials on how AA2 works can be viewed here:


Plan going forward
1) Release Web App of AA2 as a beta build
2) Gather feedback and make improvements
3) Release the Android/iOS Apps
4) Release the Squadron Strike Web App as a beta build
5) Gather feedback and make improvements
6) Update the Android/iOS Apps for Squadron Strike
7) New Kickstarter for AV:T version
8) Release the AV:T Web App as a beta build
9) Gather feedback and make improvements
10) Update the Android/iOS Apps for AV:T

So how fast is this going to happen?  I really don't know.  This release is actually a few days ahead of what I had planned and I'm already testing out the Android App on my phone.

The 3D rendering code is being worked on by Jon/Tom and there isn't a timeline for completion for it.

Feedback

I need feedback.  Complaints, compliments, feature requests, improvement suggestions, etc... are what keeps me motivated to work on this project.  

[email protected] is the email address to use.  Please note that this address is for the AA2 software only. Questions about anything else will simply be forwarded to Ken at [email protected].

All feedback will be added to our issues list and discussed at the development team's monthly meeting.

I'll try to have a monthly update from this point forward, most likely after one of our monthly meetings, to keep folks updated on the progress and to act as a running FAQ.

I can also be found on the Ad Astra Games Fans page on Facebook (https://www.facebook.com/groups/182343092121997)

Coding Update: April 2016
over 8 years ago – Mon, May 02, 2016 at 09:54:55 PM

Hello. I'm Jon Barson, Ken’s contract programmer for this project. There have been bumps along the way, not the least being a new career change. I'd originally given an estimate of 3-4 months to complete the work, back when I was unemployed, and working from the original code base. I'll be giving updates in the future for Ken to pass along regularly.


Enhancements to the Web Version: This has been put on the back burner; there's some coding being done but it's more figuring out how Jerome did some things.

Mobile App: We've done Cordova ports of the web app to both iOS and Android, and they (mostly) work. Unfortunately, design decisions made for the web app won't be long-term maintainable for the mobile versions. This means that the application needs to be rewritten extensively to be useful on a mobile platform. Right now, I'm lifting code from the original codebase and refactoring it to be mobile-friendly.

Added Features: 3D visualization: I've got a decent "translation shim" that takes the AVID orientation and feeds the coordinates into a WebGL render of a box mini in an AVID ball. I've got a to-do list to also have the box mini be in rendered tilt blocks. However, this is waiting on the re-factoring of the AVID code for me to touch it again.

Movement Plotting: I've got the dynamically drawn plotting grids (horizontal and vertical) showing up properly now; as long as I was figuring out the SVGs needed to draw the AVID and UI code, it was easier to get this done while it's fresh in my mind.

Planned for The Next Update: I want to get movement selection done on both the Vertical and Horizontal Plotting grids, so that when a number is clicked, its value is stored in a variable to be fed into other things. Once the AVID refactoring is completed, the appropriate part of the Vertical Plotting Grid will be highlighted to match where the Nose is pointed on the AVID.

Long Term Goals My aim is to make sure everything in this project is modular, with clearly defined APIs and interfaces, rather than make a monolithic page load. This will support an eventual Attack Vector version of this if I do it right.

Thanks to all of you for your patience, and sorry for the delays, I hope to have regular updates and screen captures in the future.

-- Jon Barson

First Round of AV:T Shipments Went Out Today
almost 9 years ago – Tue, Dec 15, 2015 at 04:40:28 PM

I still have a wall of about 20 boxed games to ship out tomorrow...plus a distributor order.

Everyone who's got a package en route should have an email in their inbox.  Enjoy the game!

Locking BackerKit Tomorrow
about 9 years ago – Tue, Oct 20, 2015 at 06:31:09 PM

I am locking the Backerkit at noon Central time tomorrow.  If you haven't updated your shipping address, this is your last warning (I will fix problems in shipping if I have to, but at this point I'm assuming shipping is correct.)

https://ad-astra-games-avid-assistant.backerkit.com/

Proofs Approved
about 9 years ago – Tue, Oct 20, 2015 at 09:16:33 AM

Just approved the final proofs for reprints of Squadron Strike and Attack Vector: Tactical, along with reprinting box sleeves for Birds of Prey, and folio covers for Airborne Alert, Fighter Sweep and RAG #1.  

Also just got new countersheets in...