Turn-based Card Game Logic

vwmatosvwmatos Member Posts: 1
edited November -1 in Working with GS (Mac)
Hello game developers!

Im new to GS, i'm still learning the basis of rules 'n stuff.

So... I have a great idea for a turn-based Magic-like card game and i seek consistenty for the basic logic programation for something like that in this forum and on cookbook. Found nothing.

What i mean is, the relationship of actors, scences and rules to make the turn stuff work, buying cards, choosing cards and if the GS let me do a ambitious project outside the "simple physics 'n animation game". Should i use Unity 3?

The only thing I found so far in this way of thinking is this http://gamesalad.com/forums/topic.php?id=16984#post-129294 ...Like Magic, the cards inflict abilities and damage to each other, A buy-play-n-attack complex turn is a must have. Don't worry about the scale, the rules of game prevents it, only 3 cards per play.er will be active at a time.

Thanks guys!

Comments

  • TheHooglerTheHoogler Member Posts: 102
    I'm developing an RPG similar to Dragon Warrior, and it has battle scenes which sound very similar to your card game. I haven't perfected it, but its all about the game attributes! Once you fully understand attributes, the creation becomes relatively easy. Lets see if I can walk through this (and I'm not an expert, so maybe someone will correct me). Also, check out the forums for an inventory template (for holding cards). I think Stormy Studios has a one?

    Sample attributes

    Integer att. Player 1 health
    Integer att. Player 2 health
    Integer att. Player ? turn
    Integer att. Player 1 money

    So, here's the basic premise.... The turn attribute determines who's turn it is. Any card you "play" will affect someone's health attribute. Player 1 turn ; Player 1 buys a new card (subtract from money att), Player 1 plays card against player 2 (substract health from player 2), destroy card. In this manner you can control and manage each player's inventory, money, and control which cards do how much damage.

    I managed to get a turn based attack system working before I fully knew what was going on, and haven't really dealt with it since (of course, I was using formulas that considered health, strength, defense, etc).

    I think the biggest issue you will be the card identities. I never played Magic, but I'm assuming opposing players can't see their opponents hand, right? Until multiplayer with multiple devices is introduced (on roadmap), I don't see how the game could be fun, since everyone could see everyone's hand. But, maybe you have some unique plan.

    I hope that wasn't too shallow and convoluted...
  • eXtraTurnGameseXtraTurnGames Member Posts: 70
    I want to make a CCG some day too, but the lack of multiplayer support yet has it low on the list for me. I hope though that at least some kind of simple multiplayer support will be put in though, so that we can have multiplayer turn based games with GS.
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