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8:00 PM
@Phrancis whatever would be analogous to enchantments in mtg? not sure where exactly i would put that
 
so did we wipe out the "effect" class
like instants
 
@DaggNabbit So that's where c++ really stands for!
 
@bazola thats upgrades, right?
 
but there are ones that don't buff a unit directly
but rather have an effect on the players or the board itself etc
 
yeah, i was thinking the same
maybe "effect"
could be permanent effect, time limited, or immediate/instant
or i guess that falls under a special case of "buff"
environment buff or something
 
8:05 PM
@MattGiltaji nooo i hope not
that's what will make modding fun
coming up with cool and creative effects
effect can be stand-alone cards or units can have effects attached to them
(units have them built in, I mean. Or attached later with buffs)
hey was GreyFox the user123 guy who showed up last night?
 
@bazola I have those as Buff
with "spells" being medieval synonym
Should I create an effect class?
 
i guess the question is, are spells that buff a unit, spells that have a one time effect that can only be played during your turn, spells that can be played at any time with a one time effect, spells that trigger when some other thing happens, and spells that are always in effect, can all be considered the same thing, or should they be considered separately?
 
I was thinking of using chess piece names as the generic creature classes... that would give us 6 basic classes
With clear hierarchy and I can punch in some attributes
 
when you say creature classes, what do you mean exactly? right now in my head all the units just have attack and defense, and then whatever abilities are applied to them at either at creation or by some external effect
 
Just conceptualizing before adding real values
Give me a minute I'll demonstrate
 
8:22 PM
@bazola Code-wise, I'd say that they have to be treated differently.
 
@bazola They probably all inherit a common interface or class though.
Just guessing without getting too far into the weeds that is design.
@MattGiltaji I have a whole starter kit in mint condition.
 
@ckuhn203 All of them are spells? :)
 
@bazola I think these should all be the same thing
 
No. They're things that have an effect on another card.
 
i think the number of card types should be kept as minimal as possible
 
8:28 PM
Don't lock yourself into thinking "spell".
Like, MTG has artifacts that also can have an effect on other cards.
 
just "units" and "effects" could work... effects could just "do stuff" or they could have a target
2
 
That^
 
artifacts could just be a type of unit, maybe a somewhat special type like they are 0/0 so they can't attack or block
 
what got me started on this thought path was mtg enchantments since they have an effect, but stay on the board like a unit
 
OK I will change buff to effect
 
8:31 PM
yeah true... was just thinking about that too
but still, maybe if effects have a target (a unit) they just stay on the board with the target until they expire or whatever
 
I think it might be a good idea to design the game first, and then worry about how to code it.
 
lol yeah
well maybe
 
Otherwise, you could find yourself creating a game that's easy to program instead of a game that's fun to play.
 
I'm thinking in terms of the "core" game mechanics... things that are a fixed set of rules, and the "vanilla" game, which is basically a mod just like modders could make
so as we design the game we need to decide what things are "core" and what things are part of "vanilla"
I'm thinking core would just define conceptual things, like there are unit cards, there are effect cards, there are players with hp, there are decks, hands, a playfield, a graveyard... but not actually define any units or effects, that's all up to the game mod
standard distribution would be core plus vanilla mod, this ensures the modder's API is flexible enough to handle at least the stuff we wanted to do. Modders can petition us for more features.
 
Unit
class_name	advantage_penalty
Pawn	Cheap, Weak
Knight	Attack, Higher cost
Bishop	Speed, Higher cost
Rook	Defense, Higher cost
Queen	Buff, Very high cost
King	High attack & def, Slow, Very High Cost
@DaggNabbit ^^ this is what I meant, then we can work in numbers after we decide if this works
Then multiple cards of each type can be made with variations
Like maybe Pawn | Tier 1-3 with associated atk/def and cost
a sub_unit_class of sorts
 
8:44 PM
so the core stuff there would be units and casting costs, and the mod stuff would be the actual names of the units and the amounts of the casting costs
 
^^ that
 
we really need to lay down the core aspects of the game
what attributes do cards have
attack, defense, casting cost, effects?
(unit cards)
that would be pretty much MTG style
 
all of the talk so far seems to assume a few things, such as needing mana to fulfill casting costs (so we need a mana mechanic), and also that you play cards one at a time out of your hand (so the player will definitely have a hand of cards), and i suppose that you draw cards from the deck one at a time (so we need a deck); however, we do not necessarily need to conform to these mechanics?
 
without different mana types
@bazola yeah, we don't... but maybe we should since that's what we're all familiar with, and seem to be thinking along those lines anyway?
and players will be familiar with it too
 
for example, what about a game like this but where you always start the game with two cards already on the table, randomly chosen? or you always play two cards and draw two cards every turn regardless of costs? I'm not saying these are good ideas, just that they are possibilities that we may be ruling out too soon, or other ideas like them that are bigger changes to the typical mtg/hearthstone formula. if we want to go that route that is fine but i feel like we haven't set it in stone yet
 
8:47 PM
there needs to be some stuff that is fairly rigid or it's just going to be a card game development kit and not an actual game
 
I'm not a fan of "mana types" personally... what do you guys think, one generic resource or multiple types?
 
my opinion is one generic resource
 
@Phrancis i think we're leaning toward one mana type
i'm interested in the idea of different damage types and resistances/weaknesses though
@bazola i think the core mechanics would be draw one card, play one card, but i don't see why a mod couldn't... modify that
could just be like an effect that gets played automatically somehow and lasts the whole game
 
i guess what i am getting at is that a core mechanic could completely change the gameplay of the game, for example, it is more than just a small nuance that in MTG you can block with whatever creature you want, and in Hearthstone you cannot choose to block at all, units with taunt must simply be killed before the other player can be attacked.
or another example, in one game you can run out of cards, in another game you can reshuffle your discards into your deck. its a core mechanic but it totally changes the gameplay
 
Code-wise, I think even such mechanics should be open for flexibility (Entity Component System!!) But it is good to have a specific core feature though.
 
9:00 PM
@bazola blocking is something I'd like to see as a core mechanic, and we should decide how it works
does the attacker just attack in general and the defender decides who to block with, or does the attacker choose what unit to attack?
I sort of like the first option because you could always have a special unit like "sharpshooter" or whatever that has the ability to target whatever he wants with his attack
doing it the other way around could work though, you always choose who to attack but defender can have special "secret service" unit that jumps in front to block
 
definitely could make a case for either way, or could even do something different than those two options if we could think of it
 
^^ @all thoughts? (tag me)
I imagine special ability would apply only to say, Tier 3 units of that type, with Tier 1/2 having mostly just higher numbers, maybe Tier 2 a buff
 
@bazola i can think of ways you could kind of do both, but they may be overly complicated... like attacker always can attack who he wants, defender can choose to block but a blocking unit can't attack on next turn. Then the special "sharpshooter" unit couldn't be blocked like this, and the special "bodyguard" unit would be exempt from losing his attack on the next turn. Actually that doesn't sound too horribly complex?
 
@Phrancis The underscores! :P
 
Man, I missed a lot I'm trying to play catch up here.
 
9:17 PM
posted on August 01, 2014

Does the attacker choose targets for each of his attacking units? Does the attacker just attack in general and the defender chooses units to block with? Or something else?

 
Don't bash the underscores, @skiwi I have to use those in pg otherwise it will look like this: unitclass (it converts column & table to lcase when you select it)
 
@Phrancis Well... fair enough
fair enough
 
(not the values though)
 
@DaggNabbit definitely not too complex, an interesting idea actually
 
@bazola I'm sort of liking it too, I think
 
9:26 PM
Since it looks like this is actually going to happen, maybe we should (loosely) define some people roles...?
 
i think roles will emerge / are emerging
 
one crazy idea for attack and block would be something like, there are two rows on the battlefield for each side, if you put it in the attack row it gets plus one attack / doesn't pay a penalty by attacking to not be able to block, then in the back row it gets plus one defense / doesn't pay a penalty by defending to not be able to attack
 
I'm essentially useless in all coding area, but I'm all about providing input and testing. #I'museless
@bazola that's a neat idea. And there could be synergies with certain units that remove the penalties later on
 
I can do a lot in the coding area, but preferably not everything :) I'll be totally useless until the 11th though as I'm AFK
 
@GreyFox I think you would be good coming up with logical game rules, and potential game exploits... also maybe modding
Seems like you may have the most experience with TCG in all of us :D
 
9:35 PM
Me? Or the fox?
 
The fox
 
@SimonAndréForsberg are you pretty much settled on Java?
 
Yes, unless anyone else recommends a better option :)
I think Java is the language most people around here know quite well, or at least have not much problems understanding it
 
@DaggNabbit @bazola you do some Java as well?
 
9:37 PM
I'm not sure if we'll be able to use Java 8 though, that will be up to the libraries.
 
Word. I will provide insight any way I can. I've been diggin the conversation up to this point, that's for sure. :D
I think Java is pretty accessible for opening it up and modding later on as well.
 
@Phrancis I haven't touched it in like a decade
it does seem to be a good choice though
 
You seem to be really getting into mechanics and card properties. We should work together :)
 
as long as there's a good set of API bindings for Lua or similar I can contribute a lot on that end, probably can help with some Java stuff too
@Phrancis for sure
you should totally do the soundtrack too
 
There's gonna be a soundtrack? Sweet lol.
 
9:40 PM
I think there should, yeah
just some atmospheric stuff for menus and out-of-game stuff and something a little more dramatic for battles
 
OK, let's keep that for WAY later :). I think if we can get a text-only version working correctly at first we'll be off to a good start lol.
But yeah I'll do database maintenance, naming things and modding
 
@Phrancis no java but when I read it I can typically understand the meat of it. Mostly objective-c at the moment but I'm the type who has no problems with the idea of learning new languages
 
This should be a good chance for all of us to get a little out of our comfort zone and learn something new, but also do something we excel at
3
 
OK well you guys just tell me what stuff you want in the DB and I'll make it happen. New tables, classes, etc. I'm just laying out real basic things
 
I'd like to see a basic DDL for a "card" table
 
9:45 PM
If we go for the LIBGDX Java Library, that's the new thing I will learn as I haven't used that much. (A friend of mine has used it a little bit though)
 
or maybe two card tables, "unit" and "effect"
 
I've designed and prototyped a few games with cardboard/paper and I'm working on coding a couple. my passion used to be writing but there is no money it in so i've switched it over to programming :) so those are my skills
 
@SimonAndréForsberg have you had a chance to look at the API docs at all yet?
 
@DaggNabbit that's the next step after I lay out the concepts
 
@DaggNabbit For LIBGDX? I know a little bit on how it works already.
 
9:46 PM
I think @skiwi does Java too, no?
 
@bazola yeah I picked up on that, I think you're good at being skeptical about mechanics and filtering out dumb ideas
@Phrancis I think so
@SimonAndréForsberg I sort of see you heading up the "core" team so you should pick something you like as long as it can deploy to all our target platforms pretty easily
 
@Phrancis Yes, indeed he does.
@DaggNabbit The only bad thing about LIBGDX is that the iOS version costs a bit to buy a Xamarin license. But well... it's Apple so what could you expect?
 
iOS stuff always costs you one way or another
 
I'd be happy getting it off the ground with just PC, Android, maybe web, then do an iOS release later
 
9:49 PM
About the card designs and stuff, I'd just like to show an example of how I did it in my current Hearthstone implementation: Here's the Shaman cards
 
i wonder how much work it would actually be to port it over. for all of the different platforms, we will have to code a different front end right? to interact with the actual scenes and views and UI?
 
@SimonAndréForsberg this looks good, but the way I'm thinking this would all be done in Lua (or whatever) through the API
so game.addCard would be a Java thing
 
@bazola From what I understand of LIBGDX, there's only one code base for all of the front-ends. So there's very little work that needs to be done for the different platforms
 
but there would be a Lua binding
 
@DaggNabbit I think that should be possible, yes. Indeed there are downsides of adding the cards through Java code.
 
9:51 PM
ill have to do some reading on LIBGDX to have a basic understanding
 
I really like the .effect(e.toMinion(e.combined(e.silencer(), e.damage(1)))) : "To a minion, silence it and then deal 1 damage", it should be possible to use such building blocks inside Lua as well though I think.
 
yeah that is very cool, trying to absorb all that now
it should absolutely be possible
one thing to decide is how much should actually be scripted, like the bindings could be pretty minimal and the fancy chaining stuff could all be scripted
like .and() could just be scripted syntax sugar
 
Yeah, I haven't done any Lua stuff in Java earlier so I have no clue how it would work out, but I'm sure that it's possible somehow :)
 
in that case there would be a scripted API client thing that isn't really part of core or vanilla
 
@DaggNabbit why not do like guava does and chain instead of nest
 
9:56 PM
@MattGiltaji I think that's what's happening here
 
cool
 
@SimonAndréForsberg @DaggNabbit perhaps the card images could be stored DB side as blobs along with the card date
 
@SimonAndréForsberg if everyone else wanted to do something like Scala instead I'd be willing to learn it, but I think something like Lua would really be more modder-friendly... it was designed for non-programmers and it doesn't have a lot of things that only make sense to programmers, like ternaries or pre/post increment and so on
 
I'll look into how easy/difficult that would be, but I think it would make sense. Then if you do a mod just copy the schema and change the column
 
@Phrancis that would limit to using one mod at a time, right?
 
9:59 PM
@Phrancis idk, I think blobs are evil, images can go on static content server and linked to
 
@MattGiltaji not necessarily, you can link/join multiple schemas
 
Okay wait...
2
 
lol
 
We're discussing what language to use?
 
sorry, my MS-SQL background is smacking me here
 
10:00 PM
yes
 
And it's all in one DB so as long as the keys match (which they will, trust me) it should not be a problem
@MattGiltaji not doing MS SQL :) I'm thinking PostgreSQL it's a very solid system
 
I think the bulk of the framework should be written into something that easily folds into multiple languages.
 
@nhgrif yes, @SimonAndréForsberg voted for Java everyone seems to agree
 
For example, I'm pretty sure it's almost effortless to use a good C-library in a lot of languages.
 
So far I think we're leaning toward Java for core with Lua bindings (or some similarly simple scripting language) for API stuff
 
10:02 PM
@DaggNabbit Well, I'd have nothing against learning some Scala too. I didn't think of Scala as a "scripting language" though. For me it's more like a further developed version of Java. (With all the advantages and fewer of the disadvantages, as Mr. McLean normally say)
 
Though maybe make apple version in Obj-C ;)
 
@Phrancis no i didn't mean to say we should go MS-SQL, postgres has a much better price point :D
 
I'm talking about the base framework.
 
^that
 
@nhgrif What base framework do you mean?
 
10:03 PM
@nhgrif Simon seems pretty committed to the project and he's a Java guy so...
 
actually, is the end product on a hosted server or installed locally?
 
The code for the algorithm we were talking about, the code for the card mechanics etc.
I'm quite certain that a C library is pretty easy to use in a Java application.
 
I would say server? I have a web server we can use for testing/hosting
 
Java seems as good as anything else for this doesn't it? It's memory managed which is nice
 
I know it's easy to use in a C++ or ObjC application.
 
10:04 PM
@Phrancis amazon?
 
?
 
where's the server hosted?
 
www.psychoproductions.com
See for yourself :)
 
but like
 
When you're talking about the absolute core foundation of the framework, you don't want a language as abstract and managed as Java. I certainly wouldn't want to build an iOS app over the top of a Java library for example.
 
10:04 PM
lol
 
who hosts it
@nhgrif we're thinking we can deploy Java stright to iOS through framework magic
 
@nhgrif Does any such library exist already that we could use? Or would we have to build one?
 
LIBGDX was mentioned
 
For the algorithms we discussed yesterday? No, no library exists.
 
isn't that called JNI or something in Java
 
10:06 PM
I don't know what you're talking about now...
 
Hostgator
 
@nhgrif you want to have native code and Java interface with it somehow right
@Phrancis got u
 
Actually it's www.psychoproductions.net
 
i think we need a high level architecture diagram
 
@nhgrif So then we'd have to make the algorithms somehow either way, the question then becomes what languages we would want to make those in?
 
10:07 PM
listens intently
 
Go look at the source code, I can also provide server specs tomorrow if needed
 
The framework for the casting cost algorithm, listing out the available mechanics, etc., should be a library written in something like C or C++, something where you can really, REALLY control exactly what the algorithm is doing so it can be efficient as possible.
Now you compile the library and use Java/ObjC/C#/whatever and build the game on top of that library with the algorithms in it
 
@MattGiltaji For the mobile apps, it has to be installed :P But most of it would/could be server managed I think.... it's a good question, actually. At least the multiplayer stuff has to be server managed to prevent cheating
 
@nhgrif I would tend to agree with that except we need someone really committed to the project who would do that, and do it well
 
brb
 
10:09 PM
but really I think Java would be ok, it's just a card game, not a big crazy MMO or something
 
@nhgrif So the reason you're not prefer Java is because.... it's slower? I think the most important aspect is how the algorithm itself is written, not in what language the algorithm is written in.
 
@SimonAndréForsberg i don't know enough to know, but i would think that even 1000 players playing on the server could be enough bandwidth to incur a more than insignificant cost?
 
That said, I have nothing against C/C++, as long as it would work.
 
yeah except someone would have to write it
 
bazola and I know Objective-C, which means we have a basic understanding of C.
If @syb0rg were interested, he's probably better at C than either of us.
 
10:11 PM
@DaggNabbit so from what I hear, we are building a server that interfaces with local clients
 
@bazola Good question. In my Minesweeper Flags online game I've only had about 45 people online at the same time (that was a while ago though)
 
The hard part isn't C though. The hard part is the algorithm... which can be done in pseudo-code first.
 
@MattGiltaji I think that's pretty much necessary, yeah
 
local clients being in Ios or on the various desktops
 
right
 
10:12 PM
err, iOS?
 
yeah man mobile is huge
 
ya, I inverted that
 
Do you know that if in your app name or app description, you misspell (including capitalization) iOS, iPhone, iPod, iPad, etc., your app will be rejected?
 
IpOd
 
@nhgrif I can see Apple being that level of neurotic
i mean "protective of thier brand"
 
10:14 PM
lol
 
the other thing we need is a kickass name
 
PL/pgSQL works good with C I think you can write C right into the query manager
 
@nhgrif Why am I not surprised? (And actually, I think they're right in being strict about that. It's like you would write "This app was written in JAVA" on an Android app)
 
hahah there is stuff in the Play store with descriptions in really broken English though
 
@Phrancis I don't think the C library actually has to interact with a server.
Ideally, the C-library has a function to load a rule-set into it, then provide it with a generated card and it returns the calculated cost, etc
 
10:17 PM
@nhgrif That C library for the algorithm(s), would that have to be included inside the mobile apps as well? (Or would running it on a server be enough?)
 
Oh ok. All that stuff is way over my head :)
 
@SimonAndréForsberg the mobile app would need to talk to the server ot get everything
 
you'd probably want that on both the client and server, yeah
 
> 8.3 Apps that misspell Apple product names in their App name (i.e., GPS for Iphone, iTunz) will be rejected
 
client does sanity checks to keep traffic to a minimum
 
10:18 PM
question, do we have anyone who has done the network level programming on something like this?
sockets, webservices, anything like that
 
^ good question
 
If you're going to put it on the server, and you've got the rule sets in a database, why not just put the algorithms in a SP?
 
I have lots of experience with web services but not much with raw sockets
 
@MattGiltaji ... I've written an Objective-C library for connecting to MS SQL Server.
I've written a bit of Objective-C code for talking to/interacting with servers/web-services.
I've done a small amount of server side creation of web services.
 
Maybe we should go with web service even though it's less efficient than sockets
since we have more experience
and it's turn-based anyway
 
10:20 PM
@DaggNabbit maybe you can scope it out and find out pros/cons?
 
If we're using some sort of SQL, we can talk to the SQL server directly.
 
@nhgrif that means all the app logic has to go in the database
 
@MattGiltaji Yup. I've done Socket programming in PHP (ugh) and in Java. I'm quite glad TCG's are primarily turn-based and not real-time based btw :) I even did a little playing around with Websockets in GWT and JavaScript not so long ago.
 
I would recommend using this for web serives - helloreverb.com/developers/swagger
 
10:22 PM
I must be leaving now. Talk to you all later tonight
 
it's essentially the RESTful equivalent of SOAP's WSDL
later @Phrancis
 
That's what we're talking about doing anyway, putting all the logic on the server--that's why we're talking about web-services?
 
DELETE FROM "TCG Creation" WHERE USER = 'Phrancis';
 
@nhgrif edited, I mean to say database
 
To me, if you're going to use a SQL db, you might as well put the logic in SQL SPs...
 
10:23 PM
ehhhh
I don't think it will work
 
But when I was talking about the C-library, I was suggesting that the C-library would actually hold the logic
And that would exist within the app.
 
the core logic will probably have a lot of bindings to be overridden by the modder's API
 
@nhgrif SP = Stored Procedure?
 
Yes.
 
10:24 PM
I really don't think programming the game logic and stuff into SQL is the way to go.
3
 
If we do use Lua, I'm not sure how Lua integrates with Java. The Lua bindings could very well be written in C and then bridged to the Java server though JNI or whatever it's called
 
@DaggNabbit The server would have webservice bindings
so modders would hook up to the webservice
 
@DaggNabbit That's possible. That's something for investigation probably.
 
@MattGiltaji that would work too
I think
 
Either way, I'm sure we can make it work. The only question is what tools/libraries we use to get it to work.
 
10:26 PM
If we use Swagger for a web service it will save us tons of work
basically you expose things on the server end through annotations and automatically generate the client
(assuming Java server)
but there are Swagger server and client implementations in tons of languages
 
@DaggNabbit does swagger have a preferred Auth model?
 
@MattGiltaji just basic HTTP auth
but there is a newer version, not sure how that handles it
Basic should be ok though
 
Never heard about Swagger, sounds like it is worth investigating.
 
@SimonAndréForsberg I've done a lot of full-stack web service stuff and it's been a huge time saver on both ends
all the nice stuff from SOAP and REST combined and none of the garbage
 
@DaggNabbit Nice. I have to admit that one thing I do not have much experience in is somewhat secure authentication and stuff.
 
10:31 PM
HTTP Basic Auth is very simple, just some credentials in a header, more or less in plain-text. Add https and it's not bad for stuff like this
 
posted on August 01, 2014

All good projects need an interesting name, so we can set up repos and namespaces properly.

 
@StackExchange even a good working title would do the trick for now
 
I can help with the naming, did we ever settle on a setting? Fantasy? Shadowrun style? Full medieval?
 
we didn't
 
its everything
 
10:36 PM
I was leaning towards Shadowrun, but I've just gotten here today, so I don't know where the general consensus is, haha.
Not a rip off obviously, but cyper fantasy
 
Omnishift maybe
since it can shift to anything
 
*cyber
That's a good one, it's catchy and simple
 
let me google to see if anything else has it
 
> About 14,300 results
 
10:38 PM
There doesn't seem to be a Omnishift game though
 
Yeah, I noticed that too. A lot of it is username based.
 
if one of our key differentiating features is mod-ability/extensibility, maybe the name should reflect that somehow
 
lol, I found an omni game controller on kickstarter
 
good names are really hard, I'm sure we would end up changing it once we had a more concrete idea of the mechanics of the game and the theme?
 
Kingdom of Creation? Heroes Domain? I hate both of these actually, haha.
@bazola I agree. We need a better idea of where the game is headed before we title it, I'm sure that would help
 
10:43 PM
@bazola the theme is flexible
 
I think Omnishift is the best suggestion so far.
 
agreed
 
Agreed
 
Then someone write an answer on it on the Q&A ^^
 
@SimonAndréForsberg done
crazy idea here... what if we do some sort of "shift mechanic" where the theme of the game changes at random intervals
like one turn its medieval, then after X turns, its space, then steampunk, then cyber
card images and names change, but the underlying mechanics are the same so it doesn't affect anything else
 
10:48 PM
That sounds cool, but aside ascetics would it affect gameplay?
Ah, you answered my question, haha
 
@GreyFox it could affect gameplay, but I would imagine that it would get frustrating
 
@MattGiltaji Shifting between games, perhaps yes, shifting within the same game match? Wouldn't that be quite confusing?
 
like you are about to win, but everything shifts and you are losing
 
That would be cool if you have a row of medieval archers, that turn into elves, that turn into turrets, haha. I think it would get frustrating as well. Especially if all of a sudden it was a game changer when the cards shifted.
@MattGiltaji exactly
 
@SimonAndréForsberg yep,
but it could be less confusing
 
10:50 PM
I think if a random theme is selected per match that would be cool. It would be like playing a different deck that you are familiar with, it would keep it fresh
 
we could weave it into the theme somehow
 
You could be hoping for cyber, but not mad if you got the wrong theme.
It wouldn't break anything.
 
i read somewhere that its some super-powerful beings who can shapeshift and change time around and stuff
so if they were battling each other, it would be all jumping around and stuff
(too much "and stuff" :( )
 
You could have cards that have preferred themes that act well in a certain environment, but then that would creat mismatches too if the wrong theme was selected pregame. That would be a good way to incorporate switching themes mid game if you had a contingency plan for each theme. But it could get messy if you had a deck for one theme and it doesn't cycle back to that theme after turn 2 or 3
I feel like the ascetics could be the only thing that change, liek there's an open time portal in the middle of the game board that keeps pulling cards into different eras/dimensions.
 
@GreyFox or you could make it configurable, so that it only switches after 30 turns or something versus switching every 5 or 10
@GreyFox ah, you made the point i was stumblign around
 
10:53 PM
one idea would be to have the different boards associated with the different aesthetics to have an actual impact on the gameplay somehow, like some boards have a constant effect on everyone
 
@bazola maybe you can have both archers and elves in the same deck
and archers get bonus in medieval, elves get bonus in fantasy
because its their "home" theme
 
places quite a large advantage on a random factor though? one player could be basically screwed because the theme doesn't match his deck and he had no way of knowing what it would be before it started?
 
not necessarily
it has different strategies
some people might build balanced to be decent in all situations
others might build deep into one or two themes and hope to defend until their theme showed up
it also depends how much of a bonus the theme gives
major bonus would be very chaotic
 
posted on August 01, 2014

After quite a bit of discusson on this in the chat, I believe this question needs to be here.  We have decided on a TCG, so what is going through our minds is MTG, Hearthstone, and the like.  So what things should we set in stone now, and start building the game around? These would be things such as: Does the player have hitpoints? If so, how are they represented? Is th

 
you should post this on the Q&A site because I think its a good idea overall :)
 
10:58 PM
Yeah, but there would be no reason to build a deck based on one theme in that scenario. because if it never shows up you wouldn't win. Unless you picked a home theme for a deck you build and it's guaranteed to come up at some point in the match
 
@GreyFox unless you have a fast switching game and plan to do major damage for the one or 2 turns that it is there
 
Not sure how to monetize or balance that out though
 
I'm about to head home though. I'll definitely be watching the Q&A over the weekend. @SimonAndréForsberg hope you have a good trip, thanks for including me on this, very fun!
 
@GreyFox evil way: the more you pay, the more likely your preferred theme will show up
 

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