<Snipped quote by Legend>
I'm infamous for the same thing.
I know, I know. Just fooling around.
I hear famous is a cool club that everyone wants to be in.
<Snipped quote by Legend>
I'm infamous for the same thing.
I know, I know. Just fooling around.
i am returned from san diego
<Snipped quote by Intrepid>
I hear famous is a cool club that everyone wants to be in.
<Snipped quote by Legend>
You're thinking of Dairy Queen.
Good news:
I think I've got the entire framework for the MR card game Sven suggested ready. Card design, gameplay, rules, several cards, card systems, gacha systems, etc.
Bad news:
David's gonna have a fuck of a time programming this, especially if we want to be able to play against each other.
I'm gonna need so much fucking information from everyone that it could take years to finish.
It'll probably be on David to build the cards themselves out of the assets I give him, since he has photoshop and I don't.
I have no idea if it would be better to build the entire thing up to current time and have it be V.1.0 and then update as shit happens IC, or if it should be built to V.0.5 and just have everything as updates from there. That would give us more bug info for David and would increase everyone's ability to progress at speed but would end up with months of downtime between updates due to the huge amount of content per update.
Whether this gets built or not is basically on David's shoulder.
<Snipped quote by DarkwolfX37>
As is everything =/
But you always turn these things into multi-year projects. They don't have to be that complex.
<Snipped quote by Legend>
lol it's true
<Snipped quote by Intrepid>
I thought that was where you could have fast food hamburgers.
@DarkwolfX37
You could really just start out with a set amount of cards in the game, and, depending on the gameplay you've developed in your planning, release cards in various handfuls of sizes. It wouldn't have to be huge updates, just somewhat regular.
Edit: The mention was an accident. Missed the quote button and am too lazy to fix it.
<Snipped quote by Legend>
No, no, no. That's Ariel, the moon of Uranus.
<Snipped quote by DarkwolfX37>
As is everything =/
But you always turn these things into multi-year projects. They don't have to be that complex.
<Snipped quote by Legend>
No I mean it seriously might take years to stitch everything together because: A) I'm rarely in the mood to do heavy work and B) You're in fucking college and probably won't have enough free time, especially with the fucking AI. It'd be really difficult for me to make, but maybe it'll be easier for you. If all else fails we can convert test matches into the AI, but that would be a lot more AIs than just a single, optimized one like I'm hoping for.
And it does have to be that complex because it's a game about a complex thing. Plus I always want things to be as perfect as possible. Honestly, if we can figure out the AI correctly, and I got all the assets needed then had a day of being in a working mindset, we could probably make an alpha in a month or so. But it would sort of need to be a multi-year project in the sense that it would need to be updated as the IC progresses. New characters, new story for the story mode maps, etc.
@DarkwolfX37
You could really just start out with a set amount of cards in the game, and, depending on the gameplay you've developed in your planning, release cards in various handfuls of sizes. It wouldn't have to be huge updates, just somewhat regular.
Edit: The mention was an accident. Missed the quote button and am too lazy to fix it.
<Snipped quote by Legend>
No, no, no. That's Ariel, the moon of Uranus.
<Snipped quote by DarkwolfX37>
I have zero free time yet always manage to find my way here where I sit in an empty chat room.
AIs are easy. Games are hard.
<Snipped quote by Legend>
You think you could come up with an AI that optimally uses a deck of 65 cards no matter what cards it's given? I can make a list of games to try to draw ideas from the coding of, if you think you couldn't from scratch. The framework I thought up is that there should be two modes, a Battle Card Game like Dokkan and the other cash grab games, and a versus mode where the same cards are treated as cards in a Trading Card Game, heavily borrowing from Duel Masters. Battle Card Games get really grindy and boring past a certain point, so throwing in a TCG with it should help break up the monotony and give it longevity beyond just a collection game.
Have any of you ever wondered how uour life would be if you were a female? Like born one instead of a guy?
<Snipped quote by Zeal>
Several times.
<Snipped quote by Meta>
It's been on my mind recently. And ot has been the subject of a couple of my dreams...