If I open up (formal)Plauing Board commissions for cheap like five or so dollars would anyone be interested in getting a board for their character?
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If I open up (formal)Plauing Board commissions for cheap like five or so dollars would anyone be interested in getting a board for their character?
⚖️ Haya’s Playing Board ⚖️
[[THIS IS NOW INACCURATE!!!]]
So I’ve been working on the playing board for the Scrybe of Chance, and for starters, Haya’s cards are some sort of mimic of solitaire cards, with corresponding hit points and health.
You may add an extra gamble to the turn by using a casting bowl the cast oddities across the board. Based on which trinket lands where, does different things to different cards.
Each turn starts with Haya and the player pulling straws to see which cards they can or can’t play. In some instances, you may not be able to play any cards at all for several turns.
Haya’s score keeping device is hung on a pulley system, with wine being poured into two glasses and a spinning hourglass in the centre.
More to be added
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Our team, (bar Anais, due to time confliction) held a meeting in S block level 5 where each of us discussed both in beginning-form our ambitions for how we want to see the visual aspect of the game be formed and the programming/back-end development methodologies.
Key points we focused were:
Visual display of the GUI, playing field and player-statistics.. just a rough idea to determine the thoughts of all members of the group and how they want the game to look, rather than just jumping into one standard. This allowed all members to portray how they felt the game should look. Drawings of the GUI were drawn up by several members depicting what they thought was a good environment to aim for.
We discussed in serious depth the programming mythologies and concepts that we hope to use and construct the game within. For example, we went through each card and assessed their modifier/ability activation types. This basically allowed us to define what a card is and what all cards require in order to fill that definition. We progressed in detail over all abilities and what significant types we were dealing with along the set of 60 cards. For instance, some cards activate multiple abilities whilst others activate one or even none, this could be counter-acted using the standard construction that all cards have a maximum of 4 abilities where abilities are inserted into one of the slots if they actually have that amount of abilities. Also cards do both positive and negative effects, which need to be taken care of in different circumstances and hence the idea of abilities holding their own classes or types is another thought.
The discussion of an event handler was brought up by Connor, (programmer-focus) in which turns were only put forth after the user has submitted the final decision, allowing an event handler to only handle finished turns (that can be constructed using GUI code/environment). This allows for future improvements such as replays, simple tutorial environments and extremely simple bug detection in terms of turn setup.
We discussed in short some methods of improving the current card game when introducing into a virtual environment. One of the most agreed upon introductions was the system of managing components (that is your card resources, which are required to place active devices [cards that have abilities and generate points]). The system insists that component cards, although picked up as a card, can be put forward onto the board as they are in the physical game but instead of sitting with the active devices, they are instead put into a GUI/Environment based counter system that reacts to certain levels of each component. If a player controls a high quantity of one component it will then be obvious as they may have a detailed animation playing next to that counter and so outline their abundance in that component.
Tom and Connor decided in order for Connor to give a good presentation on the game that they had to fully illustrate how the game was played and the best way to do, as lazy as it may seem, is to play the game more.
It was made fairly obvious that this game could be played both casually for short periods of time where games may take at maximum 5 minutes. During a couple games between Tom and Connor they managed to actually continue a game into the 30minute+ mark, not because they weren't playing correctly but because they were both playing fairly well but neither one managed to draw finishing cards until late. After all the game is both luck and skill based.
At the moment we're still looking for our 7th solid member but so far the group has been working well as both a design and development entity.