Sunday, September 30, 2018

Match 3 Fantasy

This evening I held the closed beta of Match 3 Fantasy, uploaded to the Google Play app store.

As I played it, I recognized all the hard work that cohesively came together. The long sessions invested was worth it. I also regained ambition on my career during this solo journey across foreign lands.

I feel very confident continuing to use the Unity engine. I already know what I want to work on next, but for now I still have work to do on Match 3 Fantasy and Zombie Guard.

the updated website

I will gradually expose the app worldwide. I continue to work-full time on it.

Sunday, August 26, 2018

New Heroes

Three new heroes have been drawn and animated. These as an addition to the other three ought to be enough for now.

Not shown are some of the disastrous sketches. Apparently drawing a polar bear is really challenging, so instead the cold based hero is a penguin akin to a Spartan.

Monday, August 20, 2018

New ratings for Zombie Guard

I'm glad to say the big update for Zombie Guard was a success. The rating has increased and there were only minor issues that have already been resolved.

New rating (left) based on 41 reviews

This started as a minor update, and ended with more features than anticipated. I began to see more possibilities and just went with it.

Stability also has improved. Crashes have reduced 20% on graphics and input systems. Of course all I had to do was download the latest version of the Corona engine.

Fire... Fox

Given the five types of elements, I needed an animal specialized in fire. A mythological phoenix came to mind, but seemed too tricky to draw and animate as a chibi (mini) character. So, here is a Fire.. Fox. Partially designed as the magician class of Everquest without any summoning abilities. This creature can hurl a powerful fireball, enchant weapons to deal fire damage, and give a fire shield for armor and returned damage when struck.

The staff through a custom "ModelAttachment" script is not being placed correctly. The weapon should be placed behind the arm, as specified in the draw order of Spine. It works correctly for the other heroes. One of many unforeseen problems to address.

Wednesday, August 15, 2018

Treasure Hunt Challenge

In order to break up the monotony of battles, there will be mini-game challenges to gather resources. In this one called Treasure Hunt, after a match is made, one cell (typically the latest one moved) of a contiguous block will be upgraded to the next type and the rest are removed. A match can be made mid-air with that upgraded cell, before it even falls to the bottom. There are a limited number of turns, and a match-4 or greater awards one extra turn.

It makes a lot of sense when played. There are many strategies too.

"Treasure Hunt"

I had to rewrite the algorithm a few times until I got it completely correct. I use basic AI to play the game for me in fast-forward mode. There was a rare bug I fixed where cells would annoyingly overlap one another.

The order of the upgrades.

Thursday, August 9, 2018


For August I have settled into a comfortable modern studio apartment on the western side of Hanoi. Kitchenette, large bathroom, air-conditioner, great desk, and very spacious. Each month is different, as I hop from one city or town to another.

One of the many lakes on the western side.

The Old Quarter of Hanoi on the eastern side.
The Old Quarter on the eastern side is only a Grab motorbike ride away. There are plenty of landmarks and live shows.

This city is more dense compared to other cities of Vietnam. It is easy to walk around and explore the narrow roads that all seem to lead to delicious fragrant food like traditional phở, best enjoyed with sweet iced-coffee or fruit smoothies to cool off during these warm days.

Northern-style phở.
(More onion, clearer broth, no side basket of herbs, but more variety of sauces)
Here on the western side, I am living in a Japanese and Korean neighborhood, with a hint of Russian influence due to the nearby embassies. I buy fruit every other day at the local market, interacting with locals with as much Vietnamese that I can speak and understand. I am thoroughly enjoying everyday out here.

Sunday, August 5, 2018

Big update for Zombie Guard!

It is about time. A much needed update for Zombie Guard is on the way! Three new weapons, a new level, and multiple competitive survival modes.

Working on this update is a delicate task. I must be very careful not to make mistakes that could destroy the saved progress of many of the current players. I plan to serve the update to a small percentage of users, gradually increased to 100% if there are no reported issues.

But fortunately, this update does fix a notorious bug that has existed from the very beginning. Thanks to a fan, I was able to reproduce it. It turns out equipping landmines as the primary weapon would freeze the game going into any mission.

In the future I am a bit tempted to make a Zombie Guard 2, in Unity, with much better special effects, audio, music, and features. Zombie Guard is made in Corona, which these days is a less supported engine that I do not recommend.

Tuesday, July 10, 2018


Each time a match-4 or greater is made, an item is created in place. These are intended to speed the game up. Skills need to be placed on marked cells at the expense of harvested gem elements, so an explosive for instance, effectively clears cells while harvesting resources in one go. Even better, an item can trigger others as a chain reaction if lined up properly.

The type of item created is determined randomly. All unlocked items can be added to the range of possibilities. Perhaps for strategy, opting only for one particular item would be suitable. It all depends.

Thursday, June 21, 2018

Ancient Artifacts

Here we go, ancient artifacts for long-term playability. These are permanent bonuses for successive runs, in order to progress a tad further each play-through. By entering the portal, all progress is lost except ancient artifacts and energy to further upgrade them. For example, one ancient artifact can increase all red damage, and another one reduces the cost of upgrading items for all successive play-throughs.

Holding the staff button on the bottom upgrades the selected ancient artifact.

The numbers take into consideration the targeted language. In English we use commas to separate thousands and a period for decimal places. Some languages interchange these two symbols. Other languages use apostrophes too. This was fairly trivial to handle because C# allows this change through the CultureInfo class.

Upgrading an ancient artifact.

A feature like ancient artifacts and language localization are two critical features missing in Zombie Guard. That app will get some updates soon, after I am finished with this one.

I started debugging the app through my Android phone and the SDK. It is really motivating to hold the game in my hand, rather than poke at my laptop screen within the Unity application.

The game being debugged, connected to my laptop

I feel like I've doubled my skills with Unity during this month in Canggu. After I reach beta, I want to invest some time researching some open source Unity games and script packages in the asset store. There are so many little tricks in this engine and C# that I have accrued from here and there.

Sunday, June 17, 2018

Time to cool off...

I went ahead and started the third zone, a frigid mountain populated by strong defensive creatures. For now, an icy golem with strong armor, a spear wielding skeleton that pierces all three heroes in one attack, a frost mage that deals cold damage over time, and a mystical cloud that has low life but very strong physical and cold armor.

I still need one or two more zones and many more enemies to populate them. Additional heroes are a priority because there are only three. Hats and armor need to be added; the runes section too.

Today is June 15th. I am halfway through my stay in Canggu, so I ought to take advantage of my location! I'll be exploring a bit more these next few days, as I did in Ubud and Kuta.

Kuta, near Canggu

Kuta is a crowded beach area filled with shopping malls and restaurants. It is where I began my journey in Bali, since it is beside the airport. Canggu is along the shore too, but further northwest, away from the busy parts of Kuta. Ubud is centralized in Bali so it has picturesque rice terraces and a dense downtown area of shops and restaurants, commonly compared to the old city of Chiang Mai.

Rice terraces in Ubud

Sunset in Canggu

It is tough to choose a favorite between Canggu and Ubud. This Airbnb swings marks slightly in favor of Canggu, because of the incredible desk and proximity to a wider range of restaurants. I've raided some nearby fruit vendors and finally suspended my immersion of culture by eating western food like pizza and burgers. Coffee shops are everywhere and there is always something new around each corner.

I depart to Da Nang in less than two weeks and I am eager to return to such a wonderful country - Vietnam. Fragrant pho beef soup with endless herbs, rooftop craft brew pubs, rivers of motorbikes, scenic farms, and cities that have retained charming traditional qualities of the old way of life - floating markets and roadside street vendors. Despite the relatively recent decimation inflicted on that country, it is thriving and illustrative of the strength and willpower of the people of that nation.

Tuesday, June 12, 2018

The Cloister

I added a new zone called "The Cloister". It lingers with arcane and cold magic. It is populated by the undead and supernatural creatures.

Arcane magic (purple) is pure and it is the only elemental type that cannot be resisted through armor. It can even deduct a percentage of life, so it can be rare but rather destructive. Meanwhile the apparitions wielding lanterns can temporarily blind heroes, preventing basic attacks and skill activation. This is a dangerous zone, so a strong offense to kill swiftly will be a viable strategy.

The Cloister (the path will be fixed)

Each of the three current heroes now have a third skill. The frog with his/her "Cold Vine" skill can now bring any enemy to the front while inflicting nature and cold damage.

Yellow topaz gems used to represent pure physical damage. It never looked right and would clash with the orange coins. I replaced them with white gems, which makes a lot more sense given the purity of physical damage.

Monday, May 28, 2018

Monkeys and rewards

Lettin' it rain...

Rewards given at the end of a battle

I used the monkey art from Gassy Goat, by animating him in Spine and exporting for Unity. He delivers all the goods at the end of a successful battle. These rewards are predetermined, and include the in-game currencies of coins and fruit, and different keys for unlocking loot.

Reward chests with keys. I just noticed that I need to change the color of the explosions.

Loot is unlocked by using keys of the five elements. Certain heroes, skills, and equipment can only be unlocked by a particular elemental key. For example, the frog and all of his weapons and skills are found exclusively in green chests.

Hmm, so eventually, players will accumulate all weapons, skills, and heroes, leaving nothing left to unlock, correct? Yes. But, there is a hard cap on the maximum upgradeable ranks of each of these (currently 12). The enemies however, have no cap on their maximum rank; the game eventually gets too difficult to continue. At that point, there will be an option to "ascend" by resetting the game for permanent reward points to invest into bonuses for the next playthrough. If I do this correctly, then it should allow unlimited playability and a competitive leaderboard.

Speaking of monkeys, recently I explored the private monkey park here in Ubud, on the Indonesian island of Bali.

A macaque deeply contemplating his metaphysical existence and the meaning of life.
Or, how to jump onto my shoulders to conspicuously steal snacks out of my backpack.

I am completely nomadic now, renting different Airbnb accommodation each month from here on out. Ubud for one month, Canggu for the next on an extended visa. I have noticed many other digital nomads here in Ubud, typically found in some of the incredible cafes scattered downtown. The food here is healthy and the scenery is gorgeous. I will write more in my next entry.

Thursday, May 10, 2018

Map Loadout

I found and purchased some vertical maps and more background art from a Korean company on the Unity asset store. These are a great fit for the map loadout screen, where battles and minigame stages can be selected.

Vertical maps (21+)

Backgrounds pack (20+)

The vertical maps are seamlessly tiled vertically. At first I was looking to work out a license for some dungeon-crawler maps, but that fell through; I'm glad though, the vertical scrolling maps have more variety. Based on these assets, I can intentionally design and create appropriate enemies to go with them.

Map Loadout

The difficulty of a battle can be voluntarily increased for additional risk and rewards. I went back and forth between the editor and Clip Studio Paint, splotching down rough doodles on top of the empty game screen and then finalizing them. Overnight I decided I was satisfied with it, so I exported everything and then spent the day scripting it.

Monday, April 30, 2018

Loadout screenshots

The "loadout" is underway, which contains the higher level features to purchase and upgrade equipment, skills, open reward chests, etc. I wanted to have multiple currencies in addition to the usual coins. Well, shiny gems were not a wise option, because those are abundantly matched for temporary resources to activate skills. Instead I chose cherries, peaches, and radishes to barter with the bunny merchants. The food can be grown and harvested over multiple play sessions, which makes more sense than random chests and coins in this freemium game. Bunnies favor food over gemstones, so it's a twist on the value of objects in this fictional universe akin to Defend Your Nuts and Demons Down Under.

Once this is complete, then I am that much closer to a beta release on Google Play.

Weapons Loadout

Skills Loadout.

The weapons are used automatically when gems of the hero's color are matched. Skills are used by placing its respective pattern on the battle board. The three red dots connected by lines in the skills loadout depict that all three enemies are targeted by toxic rain. If there is no connecting line, then only one enemy is targeted. There are still some missing features, like the gem cost of the skills and its pattern. Plus the weapons loadout is a bit of a mess, so I might just make it look more like the skills loadout by reusing most of the same code.


Here is the improved skills loadout with gem costs and pattern. The cost is exaggerated for sake of illustration.

Updated Skills Loadout.

I threw in a new skill for the panda too, because most of the work is just filling out some data that specifies it; the systems in place take care of most of the work. It is not entirely data-driven because I have to specify what the computed gamma value does based on skill level, and, reflect it in the skill description as well.

Most of the code of a new hero skill that applies a beneficial buff.

Monday, April 23, 2018

The journey shall continue

I started this journey as a digital nomad about half a year ago. Best decision I ever made. This lifestyle is just so easy and it provides me continuous time to dedicate to my projects. In Chiang Mai I work everyday. About once a month I travel to a nearby city or country, where I put my laptop aside and connect with others and enjoy my surroundings.

Chiang Rai with Jason from London.

I am writing this blog entry in the Thai city of Chiang Rai which contains three notable Buddhist attractions that I explored with a spontaneous travel companion.

Wat Rong Khun in Chiang Rai, Thailand

Wat Rong Khun in Chiang Rai, Thailand

I felt a definite connection with the white temple "Wat Rong Khun". It suggests having to cross over hell in order to reach a more enlightened state. We can't have the good without the bad. I reacted from a relatively low point to attain an ongoing highest point ever, so I'm going to ride this out indefinitely. Life tends to have a way of turning sour quickly, but for now, this is pretty fucking sweet.. know what I mean?

Sand dunes in Mũi Né, Vietnam with Dominic from Montreal.

The journey shall continue. Onward to Bali Indonesia for a couple months followed by a long-term return to Vietnam as my home base.

Wednesday, April 11, 2018

Gameplay footage

I put together a quick clip of the battle gameplay. The recording is not the best quality, but it should at least demonstrate several features of the game.

I made a couple design changes prior to the recording:
  • Each hero (left) will do a basic attack if their assigned gem color is matched on the board. Previously they would simply roll a percent chance to attack, following the enemy's turn. This change speeds up the battles and feels more action oriented.
  • All creatures have green (poison) armor of 500 points for sake of demonstration. This armor is impervious, so will not affect the creature's life points until the armor is destroyed by incoming attacks of its color. Simple and easy to understand. Previously I only had physical and magical armor amounts, which would reduce incoming damage by a percentage; some creatures could be immune to specific elements. It was unclear and very confusing.
I'll have to add a feature later to help color-blind players discern the gem colors and their assigned elements. Color deficiency affects 1 in 12 men, and one in 200 women (source).
  • Orange: physical melee and range based attacks. Swords, bows, maces.
  • Red: fire.
  • Green: poison and heals.
  • Blue: cold.
  • Purple: arcane magic attacks, beneficial enchantments.
Now, I get to clear the main board and work on the main screen that contains all the features like character customization, inventory, stage selection, and upgrades.

So many possibilities. I will buy more art through the Unity asset store to help me with this task. I may want to have a map for stage selection and some large packs of metal or wooden interface objects like buttons and scroll screens.

In addition, I need to contemplate how to extend playability of the game. Zombie Guard is flawed in that the game is way too easy when going back to previous stages to collect all the outstanding loot. It basically dead-ends too, without advancement to harder difficulties once all the stages are beaten.

Saturday, April 7, 2018

Easing curves for game balance

To my casual readers, you may skip to the below section on Final Thoughts if the math here seems a bit intimidating.

For Unity you can download my Easings.cs script that borrows from tween.js on GitHub. A delegate for exact choice of easing function can be passed into your custom scripts.

Lerp and easing functions

I have been using easing functions extensively for many years, usually for animation. Easing functions are just curved functions for values $t$ from 0 to 1.

Linear is boring, but sometimes necessary to interpolation. Meaning, a value changes gradually - neither speeding up, nor slowing down as time $t$ goes from 0 to 1. Linear interpolation $lerp$ is a convenient function to compute this linear value:

$lerp(x_0, x_1, t) = x_0+(x_1-x_0)*t$.

Where $x_0$ is the initial value and $x_1$ is the final value as $t$ goes from 0 to 1. These values can be colors, vector positions, numbers, etc.

Easing functions, from

To understand these functions, just choose one and slide your finger from the left and gradually to the right. If the point on the line is closer to the bottom horizontal line, then it is closer to the initial value. If it is closer to the top horizontal line then it is closer to the final value. Some functions can even go beyond the bounds of the initial and final values.

If we have a fireball in a game, then perhaps we might want to have its movement towards its target begin slowly, and then pick up speed until it explodes. In the second row of the figure above, are cubic functions. Notice how $easeInCubic$ would be very suitable for the fireball's movement. On the other hand, $easeOutCubic$, may seem a bit strange, where the fireball shoots quickly and then seemingly slows down before it explodes.

Game Balance

I use these easing functions extensively for game balance as well. In my game, weapons can be upgraded from ranks 1 to 10. At rank 1 it is the weakest, and at rank 10 it is the strongest and does the most damage. The easiest solution would be to just write the damage values manually.

Morning Star

For example, the damage of a morning star for each of the 10 ranks could be manually coded like this:
\[[1, 3, 5, 18, 13, 23, 50, 83, 88, 92]\]
But this gets confusing! It is too many numbers to work with. Plus, it is hard to immediately see the difference between each rank. Notice how the damage can go from 50 to 83, which is a 63% increase. That is massive and throws off the balance of the game. Also the damage at rank 4 is greater than rank 5.. oops! These errors can occur easily if we write the damage values manually.

A generated graph of the damage of the morning star quickly illustrates the flaws.

We need a better solution...

In my game, weapons have an initial damage of $d_0$ at rank 1. In addition, a multiplier that determines the final value $dmul$, where for example a value of 4 would mean the damage at maximum rank would be $d_1 = d_0*dmul$, four times the initial starting value. Easy! The damage for the morning star now can be specified by just two values!

So, let's give it an initially large damage $d_0$ value of 42, but a tiny $dmul$ of 1.25, so fully upgrading it only provides an extra 25% damage increase.

The linear damage of the morning star for each rank would be $lerp(d_0, d_1, t)$ where $t$ is:

$t = (rank - 1)/(maxrank - 1).$

The linear damage increase is a bit unfair because a weapon casually upgraded to rank 2, would completely outshine a new weapon at rank 1. The game balance would feel off. In addition, upgrading from ranks 9 to 10 would provide the same damage increase as upgrading from ranks 1 to 2.

$easeInCubic$ looks like a good choice. So, the revised damage of the morning star would be:

$lerp(d_0, d_1, easeInCubic(t))$.

Similar to how damage is calculated, the cost of upgrading needs to be considered as well. Suppose we use the same curve, $easeInCubic$. This would not be balanced because it would be too easy to upgrade anything to around rank 7!

I think $easeInOutCubic$ would be an interesting choice for the cost of upgrades:

The cost for sequential upgrades always increases, but ranks 4 to 6 would have the largest increases in cost. This would be suitable because most weapons could casually be upgraded to around rank 4 until the costs get awfully pricey. Ranks 7 to 10 are where the costs are very high, but would be very rewarding due to the drastic increase in damage; there is an incentive to max it out.

Final thoughts

Balancing a game is a continued struggle. As written above, I have chosen an approach to help adjust the difficulty of my current game in order to feel balanced and rewarding to play. In-game currency is used to upgrade weapons from ranks 1 to 10. Here is the ideal mindset a player should have while upgrading these weapons:
  • Ranks 1 to 4: "Oh, these were easy upgrades. It feels like I am rich. I upgraded everything to rank 4! I like the slight increase in damage and I am not certain which weapons are my favorites. I just found some new weapons that still look powerful even at rank 1, so I will try those out too."
  • Ranks 4 to 7: "Woh, these upgrades are starting to get expensive! I must be more careful in how I invest my money. There does not seem to be a noticeable improvement on damage by upgrading these, but the enemies are starting to get really tough too."
  • Ranks 7 to 9: "All these upgrades are so pricey, but the damage is going way up now! It looks like the damage at rank 10 is twice as good as rank 7 so it is worth it!
  • Rank 9 to 10: "Well, it was a struggle to upgrade it to rank 9, but looks like it is totally worth maxing it out because it is the largest increase in damage of all the upgrades! Now I can choose something else to max out."

Saturday, March 31, 2018

Milestone reached

There I sat today, in one of my favorite cafes in Chiang Mai called Ombra. It is decorated with American and European antiques. Organized, to avoid seeming gaudy or noisy. It feels like visiting someone's home. Alternative rock plays in the background, from a hidden speaker near the unplugged record player. A typewriter sits on a display desk, near books and records of classic rock bands. The hot cafe lattes contrast with the cold air-conditioning. I realize hours have passed, when my laptop alerts me that its battery is running low.

Other days I may visit the London Tea Room, which is like sitting in the lobby of Fawlty Towers.

The spacious cafe called CAMP is open 24/7 on the top floor of the nearby mall. The usual selection of Thai food vendors are just one convenient escalator ride down.

But back on track, I deployed a build of my game to my Android phone and then left Ombra. It looks and sounds great, thanks to my shopping sprees in the Unity asset store and This game has a lot of potential if I keep at it. Here I am holding it up in my apartment, before going out for dinner around the corner:

Unlike my previous titles, I plan to go for an early release, but continue to nurture it full-time. It will get the attention it deserves through additional characters, items, features, and things requested by the community. The first version probably will only contain 50% of the anticipated total content to allow for flexibility.

Monday, March 19, 2018

A mini debug tool in Unity

There are many ways of creating a tool to debug a game. Console commands on run-time is a common one. In-game rendered menus is another. In Unity I have been using a simple game object that has a script that exposes check-boxes which act as either toggles or buttons (they automatically get unchecked). It's sufficient for my needs. It's like having a handy dandy remote control with a bunch of options to speed up testing.

The inspector of the single debug game object in the Unity scene will look something like this:

And the script is as simple as this:

 using System.Collections;  
 using System.Collections.Generic;  
 using UnityEngine;  
 public class EPDebug : MonoBehaviour {  
      public bool toggle1;  
      public bool toggle2;  
      public bool option1;  
      public bool option2;  
      public bool option3;  
      [HideInInspector] public static EPDebug instance;  
      public void Awake() {  
           instance = this;  
      public void Start () {  
      public void Update () {  
           if (toggle1) {  
                // do stuff each frame  
                // other game objects can check this variable too  
           if (toggle2) {  
                // do stuff each frame  
                // other game objects can check this variable too  
           if (option1) {  
                // do something once  
                option1 = false;  
           if (option2) {  
                // do something once  
                option2 = false;  
           if (option3) {  
                // do something once  
                option3 = false;  

I have a toggle that has the game print out verbose information regarding game states and whatever information suits me. I use the button options for creating spontaneous game objects and invoking commands like giving some in-game currency. This debug menu can be extended with number fields to change global variables too.

Sunday, February 4, 2018

Big upcoming milestone

I am working towards an important milestone of this project - a fully playable demo. It will showcase an entire prearranged battle to demonstrate the general gameplay. It will be fairly polished, with special effects and audio that I plan to purchase in large commercial packs. From there, it will just be a matter of going into full production on the rest of the content and features, like the hero classes, enemies, and areas.

I have been contemplating some of the design features...

Damage Types and Defense Stats

The damage types are: physical, fire, cold, poison, and arcane. All creatures tend to focus on one or more. I considered defense stats for all these, but as a player, it gets unnecessarily complicated quickly: "This creature has half the cold defense as fire, but my fire spell does x more damage, should I use that or poison at wait.. what was the poison defense again? It is a goblin, which is green, so is that more or less resistant to poison? Screw it, I'll just attack with fire and pretend it was the ideal strategy."

...So, instead, defense stats only will be physical and magical that groups all the elements into one. In order to create distinctions between the elements, some creatures in particular areas can be completely immune or resistant to one, such as fire. It ought to force the player to utilize different heroes at different areas, rather than just blindly grinding away on a select few.


Each of the player's heroes can wield an interchangeable weapon for basic attacks and passive bonuses. I considered having an inventory system with procedurally generated weapons and a crafting system. Instead I am just going to individually draw and author five named weapons for each class type, depending on the desired play style. The specific names will be easier to translate, rather than procedurally generated ones with names like: "Cruel Swift Dagger of Burning Flames". The grammar would not hold.

Upgrades for Skills and Equipment

I almost always use a five-rank upgrade system in my games. Instead I may extend to ten, requiring rare and limited reagents past rank five. Otherwise there is too much incentive to just dump everything into one specific upgrade that ends up skewing the difficulty curve too much.

Monday, January 15, 2018

A few months later...

It has been a few months since I departed my home in the US to become a digital nomad. Unless there is some emergency, I am going to continue this lifestyle for many more years. I did all this without second-guessing myself. I am thrilled it is all working out for the best.

The small things matter here. There are a lot of must-do things in various cities, but really it is the smaller things that matter. The details. The unexpected occurrences and events uncovered just around the corner.

Monks along the northern moat of the old city, Chiang Mai.

For new year's eve, I simply followed the trail of rice-paper lanterns to the eastern side of the old city of Chiang Mai.

Thapae Gate - Chiang Mai
Those lanterns are banned in other parts of Thailand, especially in Bangkok near the two major airports. Many lanterns hilariously got caught in trees. Others levitated and singed the hairs off tourists. These lanterns also were lit for the recent Yee Peng festival in November, which is a tradition that dates back to the days when this city of Chiang Mai was the the capital of the Lan Na Kingdom contested by the Burmese. The city became part of Siam, modern day Thailand, in 1920.

In the city of Siem Reap of Cambodia, I met a couple from central Canada, Carly and Mitch. We reconnected in Chiang Mai and I casually showed them around as I got to know them better. Here is their blog entry that I want to share (link).

Even while touring around, we had an interesting conversation with a traveler from California during our round-trip to Wat Phra That in Doi Suthep - golden temple at the top of the mountain. "Serendipitous" would be an accurate word to describe my lifestyle here in south-east Asia. Sometimes it's fun to plan not to plan. just figure it out when you get there. Hostels are the easiest way to meet random interesting people from all over the world.

Carly, Mitch, and I went to a Muay Thai fight and explored the Saturday night market. They shared with me some tips on Singapore and funny stories experienced on ships along the islands of southern Cambodia. They will visit Ho Chi Minh City ("Saigon"), Vietnam in a couple weeks, so I will gain tips when I visit afterwards in the end of February.

Wat Phra That in Doi Suthep

The camera does not lie.. my gut is no longer bulging out from the sedentary high-sugar low-exercise lifestyle that I used to live back home. Some of the food in Thailand may be high in sodium, but the portion sizes are appropriately smaller and rich in spices and herbs. Ground transportation generally costs about a dollar, but I avoid it. Last month I walked over 150 miles thanks to Google Fit, which automatically keeps track. It is easier to make drastic improvements in lifestyle by relocating to an entirely new place.