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12:14 AM
posted on August 02, 2014

I think we should come up with some guidelines to help determine whether features are appropriate when considering them for inclusion. This doesn't have to be a strict set of rules, just guidelines to help facilitate the decision making process.

 
Startup disk almost full :(
 
12:33 AM
aaand they're gone
Feels like we made a lot of progress today though, yay
Hey @syb0rg
 
Hello
What's this about?
 
IDK if you're interested in this stuff or not but we've been busy here today
Bunch of CR regulars designing a trading card game
 
Language?
 
just thought I'd let you know in case you have any interest
We're leaning towards Java for the core/server, but this would be highly moddable...
It's looking like possibly Java with Lua bindings in C through JNI, or something
unless Java plays nice with Lua, then maybe no C or JNI
 
Was C++ suggested?
 
12:47 AM
That top pinned comment is a link to a Q&A where we've been discussing stuff
Yeah it was
but we didn't have anyone really dedicated and well-versed in C++
 
Oh. And for Simon's point #2? --->
 
that, yeah
we want to be able to deploy pretty much everywhere
 
although it's definitely shaping up to be a client/server thing so...
yeah C++ works great for iOS/Android
IDK about web though
with Java we can just drop in an applet
I guess there is stuff like Alchemy/Pepper/WebGL though
 
True.
We will be using mostly WebGL, right?
 
12:52 AM
If it's Java, probably not
just a plain old Java applet for web
web isn't really as important to me as mobile
 
And we are unsure whether or not this should be open source or not?
 
yeah lol
 
Are we trying to make money? If not, then it should probably be open source.
 
I'm thinking open source alpha, closed beta
I'd like to make money :p
but don't mind if we don't
 
Yeah, I could really use some for college...
 
12:54 AM
it should be able to support the cost of the server though
so yeah
we need to talk more about that
 
btw, why a card game? why not a strategy game or something else?
 
I guess we all like TCGs
but it will definitely be a strategy game
 
Do we want a custom domain name?
 
for sure
hmmm that looks interesting
I usually use amazon EC2 for this kind of thing
web services in general I mean
 
Hmm, well my Java is very rusty. I'm not sure how much of a help I can be with this project, despite me wanting to help.
 
1:02 AM
@syb0rg the design is shaping up to be a very minimal core with most of the actual game done through a "modder's API" in something like Lua
the core will just do the minimum stuff to keep the game running and provide API bindings for everything else
the idea is to have something very moddable to attract a good modder community
 
How much graphics are we planning on implementing? Simple, or high-end?
 
Simple, I think, as far as effects and stuff
Of course we want nice art on the cards
that's still TBD though
 
We are going to need mockups if we really want the ball to get moving on this thing
 
yeah for sure
a lot of this has only been discussed in chat, we're trying to get stuff on to the Q&A site and then eventually graduate things to a wiki when we make decisions
 
If we do go open source, where are we going to host this? Github has an integrated wiki
 
1:14 AM
My first thought was to open a github project just to put stuff on a wiki
Simon created the Q&A thing at pretty much the same time and I think that might be better for discussing things, then move them to a wiki
and even if it's closed we can use github, we'd just have to pay
then again hosting git repos is pretty damn simple, so is throwing mediawiki on a server
just don't get all the bells and whistles
 
 
11 hours later…
12:31 PM
hey, the Q&A site at least has inline answering :P
 
12:45 PM
posted on August 02, 2014

How much are we going to let people mod the game, what are the conequences of it? My own intent would be to only allow players to create their own cards (with own effects, etc.), subsequently they should all be added into the game via a central gateway, such that we can track their cards. I disagree with people being able to add cards client side, as then we have no way to track and balance

 
1:29 PM
posted on August 02, 2014

I'm sure some of the brainer ones among us have a lot of good ideas about this already.  I have some ideas myself, though I have never built anything quite as sophisticated as this.  The question is, should we start discussing this or should we wait? I feel like this is a major part of the game, and it will need to be really good for the game to be successful.  But we may need

 
 
4 hours later…
@DaggNabbit I'll check it out later, a bit busy righ tnow
 
@skiwi cool, just a response to the question about moddability
 
6:01 PM
Hey guys
 
hey @Phrancis
 
Hey @Phrancis
 
What's the latest news?
 
Looks like we need to define the scope of moddability
 
We've made the product and sold it already, we've even been on the news, you missed it @Phrancis?
2
 
6:03 PM
lol
 
@DaggNabbit No but in reality, what he said
 
Moddability is something I've actually thought about quite a bit
 
IMO we should go all-out on the moddability and not really worry about player-created custom cards
having a good modder community is the kind of thing that could make this the real deal
custom cards is more of like a nice but hard to manage gimmick
 
Let's suppose one of the "medium" units, let's say generic Rook which is the higher defense one for instance
The minimum value to get higher defense/HP than attack is 3, which would make it either 1/2 or 0/3, we could make this Tier 1 and keep the casting cost at 3
 
This is still sounding like a "let's try to balance mods" approach
 
6:09 PM
Then Tier 2 could be 6, Tier 3 could be 9, etc. with associated casting costs. Or we could even not set up "Tiers" and let the user decide the casting cost
and the balance accordingly
 
Don't think of it as the user, think of it as the modder
modders will be like < 1% of users
 
Well the modder, sure
 
you just let them do whatever they want
if they want to make a 1/1 card with a casting cost of 100, fine
nobody will play their mod
you just give the modders as much control over things as possible and let them go nuts
the core only worries about who's turn it is, where the cards are, how much hp players have at any given moment, etc.
 
OK that sounds fair. But I think if we established a simple method that the average player can make a customize card, submit it to us for approval (at least for the "official" version) that would give them some form of empowerment and an incentive to be invested in it
 
that could work but we need to keep that idea completely separate from the modder's API imo
 
6:12 PM
Yes, that sounds like a good way of thinking
 
it would not be hard to balance custom cards really
at least i don't think it would
they assign it an attack and defense value
an algo calculates casting cost from that
now, for special abilities...
within any given mod (including "vanilla") there is a pool of effects
 
Right. And my thinking is to keep card-attached special abilities to a minimum, say if it is above a certain cost you can have one, an above a certain other cost another more powerful one, but specifically have them standardized depending on what type of unit it is. Of course modders would be free to use their own mechanics
 
yes... i'm thinking the mod could assign a point value to each effect
that's where tiers come in
 
And rely more on cards you can cast on a unit to modify it
Yeah that was also my Tier thinking
 
well, i'm thinking effect could either be on an "effect card" or an ability of a "unit card"
but in the mod there is just a pool of effects
independent from cards
if you want to have custom cards, give each effect a "tier" like 1,2,3
 
6:16 PM
Tier 1 no effect, Tier 2 maybe a small buff like absorb 1 damage or attack on same turn cast, and Tier 3 a more potent effect like an AOE or spell of some kind
 
casting cost goes up by the same number
yeah except no effect would be tier 0
 
Sure
 
because you don't want it to add to the casting cost
and negative effects would be negative numbers
so for example
 
Ohh, I kind of like your negative tier idea
 
you make a catapult that does AOE damage (a tier 2 effect, say)
but the catapult is slow, it only attacks every other turn (a tier negative one effect, say)
so the catapult only incurs one additional casting cost from those effects
 
6:18 PM
Then just have the algo compute that right?
 
yeah and it would be simple to compute
so if the catapult is 6 attack and 4 defense, that's an average of 5... 5 casting cost
+1 casting cost from our effects
so that catapult has a casting cost of 6
 
And we could just store the various effects and types in the DB, and have a positive_effect and negative_effect column for each card, with FK to the effects table that has the positive or negative value
 
the user just assigns attack, defense, picks some buffs and maybe some nerfs from a pool of effects, and done
@Phrancis yes the mod (or vanilla) would store a pool of effects
 
Would average not return fractionals though sometimes?
 
yeah, you could just round to the nearest even number or something
 
6:21 PM
Though I don't know that it would be a problem if we had a "gauge" type of mana... has there been much discussion about the mana algo?
 
no but... i see no reason the mana couldn't be "half points"
or just take the average attack and defense and double that, take the effect tiers and double those, give two mana each turn
 
Yeah, even maybe 1/4 points, this would allow us be more fair if we had card effects like "Gain 25% of damage dealt as mana"
Maybe even just use one decimal point
 
i think nhgrif was right when he suggested stating away from fractional things / multiplying
i thought about that some more and could see it getting messy
and it's turn based after all so you don't want to make things too fuzzy
 
Could be. I'll trust you algo and TCG guys to make the best decision on this
 
I just want to make sure we can get everyone on board with very flexible moddability and not worry so much about player-created custom cards
 
6:27 PM
My graphics guy had an interesting idea last night, I was at his place telling him about the project
 
what was it
 
To (later after the game works) make a store where you can buy and sell cards with a currency, and players could also use the currency to place bets on games
You get currency by selling cards you don't need
 
that is a cool idea
 
Although this could be exploitable depending on what mechanics would be used to earn cards
 
instead of selling the card back to us, they could just list it in an MMO-style auction house
let players determine the cost of cards
 
6:29 PM
(i.e., earn cheap crappy 1/1 cards over and over and sell them)
 
but if the cards are very common they would be worthless
so players would farm pve for rarer cards
and sell in auction house
it could work
 
This would be fairly simple to manage using the DB and just build a few procs to insert card FK and price and listed player (another FK)
 
yeah it would
 
Just build a UI that calls the procs
 
it breaks the idea of premium features not affecting game balance but idk if anyone really cares about that but me
 
6:31 PM
Now I was curious about what the incentive would be for winning a game... earn a flat currency amount perhaps, along with any bets?
 
and i don't care that much really
I think the incentive is to win cards
it's a TCG after all
 
True
 
but you could have casual pvp matches where you just play for fun
 
Maybe earn one card at random from opponents desk, for "serious" matches?
 
yeah or let them make wagers
 
6:32 PM
Or perhaps choose the card ahead of time?
 
yeah
i like that
 
That sounds fair and moddable enough
 
because if you know you have a better deck you could wager a good card against a weaker one bc you're pretty sure you'll win
 
It would have to have a card you're using in the game though, right? Not one from warehouse...
 
actually i was thinking it would have to be one you're not using
but really it shouldn't matter either way
 
6:35 PM
Hmm. Things to consider, although one way or the other it would be a simple matter to change it one way or the other during testing
 
We need to figure out where everyone stands on custom cards
is this really an essential feature or just something that would be cool to have
 
Is there a post on this already? If not I'll make one
 
There's a post about moddability that imo confuses moddability with custom cards
To me they are two very different things but i think a lot of us are thinking of them as the same thing
here's the issue i'm thinking about now
 
OK we definitely need to separate those then.
 
even if the custom cards were balanced the way we were talking about
 
6:39 PM
Why don't you write it instead, since you've obviously invested some thought into it
 
yeah I will in a little bit but I want to see how people respond to the moddability question first
or to my answer on it
the problem with custom cards I'm seeing is not a balance problem
it's the description and the art... quality controls
and since the custom cards would be in the context of a specific mod, it would have to be up to the team of modders to accept it or not
this makes things really confusing
 
Yeah. That's why I was suggesting in chat a few minutes ago that customer cards have to be submitted for approval to make sure it is not a duplicate and it has proper description etc.
 
yeah but submitted to who
you know
 
Yeah...
 
but if people can do whatever they want with mods, we can just write up some card balance guidelines using the algo we talked about
 
6:43 PM
And if the vanilla mod had multiple themes, which was a thought of mine... then it has to have a proper name and image for each theme
 
then people who want to create cards submit their ideas to the guys who made whatever mod they're playing
yeah that would be nuts lol
i think vanilla should just have one theme but there's no reason why there has to be only one "vanilla"
i mean we could make multiple mods ourselves
 
Thought with only 2 themes (say Steampunk and Fantasy) it may not be that hard
 
another good reason to have a clear separation between the core stuff and the game itself
 
Just a couple extra columns in the DB
 
yeah but why roll them together
just make two separate things
 
6:45 PM
Not sure :)
 
built on the same core
unless you're going for a weird anachronistic nethack-style universe
which could work maybe
 
That's likely the better idea, and if there are two vanilla mods they can pick off each other's ideas
 
yeah esp. if different groups are working on them... maybe some people working on both and some people on only one or the other
 
I'm really liking the Steampunk type theme and wouldn't mind to be one of the owners of that mod. Some others (can't remember whom) seemed to prefer a more Fantasy theme so perhaps they could be owners of that
While maintaining the DB for both
 
i might have been the only one suggesting the fantasy theme and that was just as kind of a "safe bet"
i don't care too much about the theme really, as long as its consistent
 
6:48 PM
OK. Well may be best to just stick to Steampunk style and let independent modders do whatever theme they please
 
i think whoever we get to do art should have a say in that decision too
like if your guy does art
if he loves drawing steampunk stuff and will be perfectly happy cranking it out all day
that's the obvious way to go
 
I'll speak to him today, was gonna go there to work with him on some music anyways
 
obviously we'll need more than one artist to get the thing into production but you get the idea
 
Yeah.
 
it's obviously going to be kind of a labor of love, at least at first, so we have to make sure people are doing something they enjoy
 
6:51 PM
If we start with a fairly small set of cards, say, 30 it may not be too big of a workload. But we may be able to recruit some artists from some SE site or something. But that's way down the road
 
yeah I was thinking deviant art or something
 
Or that yeah
 
also we could get a tax id and set this up as a regular business and just use interns
if we need to
 
Maybe. Not sure about the implications of that, but that's way down the road and probably would be a PITA since we're all in different parts of the world
 
yeah true
 
6:54 PM
Would be fun to get on a Google Hangout and talk "face-to-face" some day with everyone involved
 
it would
we can find out who's in the best part of the world for small biz
like someone might be in Malaysia or somewhere
 
lol
 
or Indonesia, lol... a lot of the small game dev companies end up in that area
I guess they get tax breaks or something
 
Well I'm going to step out for a smoke
 
alright
 
7:09 PM
Back. Curious, where are you at @DaggNabbit ?
I posted an answer on moddability: www2.zomis.net/tcg-creation/44/…
@DaggNabbit I thought of some general guidelines for requests for a new card:
1) Database approval to make sure it is not duplicate or near-duplicate.
2) Algo approval to make sure it would not cause an exploit or a bug.
3) Design approval to make sure we can make graphics for it, and that it fits within the theme of the "vanilla" mod.
4) Upon approval, creation and publication of the new card to "News" or some other form of place on the GUI, so all players of the mod know this new card is available for purchase in the store. That way it is not unfair and even the player who requested has t
New cards could be anything from a unit, effect or upgrade card
Unit would mostly be a case of (1) and (3) but effect or upgrade cards, (2) would be crucial. That's when people like you and GreyWolf would jump in
Of course requesting a unit card with an effect which does not already exist would involve (2) quite heavily as well
Other modders would be free to go as they please but I think for vanilla this would work well. We could use make a form on the GUI to fill out with desired card properties that would just get emailed to use and we could go from there
 
7:43 PM
Nooo, the chat's been spammed again :P
 
^ that
Read up though @skiwi interesting stuff
 
I will in a bit :)
 
We talked a whole bunch about character creation and modding
Anyways, time to drive over to my graphics guy, will check in from there. I got some creative/art questions for him
 
 
1 hour later…
9:09 PM
Back
With the graphics guy now @DaggNabbit
 
9:30 PM
@DaggNabbit yeah, my post was perhaps a bit too broad
 
9:56 PM
I'm back
what did i miss
@Phrancis these look pretty good. 1 should should be easy to automate. 2, I don't think you'd have that problem if they're just drawing from existing effect pools. If there's a bug, they're just discovering it, not creating it.
3 is the tough one. 4 depends on game mechanics; I'm not sure I like the idea of cards entering into the game from people buying them. I kind of like the idea of them farming them in PVE. Or if they do buy them, they shouldn't be able to buy specific cards, only packs (with more chance for legendaries, etc)
 
Please upvote so graphics guy can access this chat, only need 20 rep:
 
@skiwi I guess I sort of feel like if we can build a really great modder community, custom cards won't matter so much... it can be more of an informal thing, like the "extended family" of some modder group sending them ideas for inclusion
@Phrancis I don't have an account there =/
i do like that logo though
it'll get upvoted
 
Just make one, get auto 100 rep for being trusted on another SE site
 
how many votes does it need, 4?
 
I think so
 
10:06 PM
why is it not on the front page
 
It is...?
Just follow my link I guess, see above
 
i did but
it's not showing up on the front page for me
just keep bumping it or something
i hate having a bunch of SE accounts =/
 
Try this?
1
Q: Psychoproductions Company Logo

Jay1148This is the logo I designed for my Music and Graphics Productions Company, http://www.psychoproductions.net. Can you please review, and provide feedback. Is this logo well branded for the type of company? Does it draw attention?

 
i can see the question i'm just saying it's not showing up on the front page
if it's on the front page people will vote
it only has 3 views
and two are you and me
he needs to keep bumping it
there someone else bumped it
 
Oh looks like it got
 
10:13 PM
it's still not on the front page for me
 
maybe not having an account fucks things up somehow
oh now it's there
 
I posted on Monitor
 
nice
@Phrancis if you have him self answer you can upvote that :p
that should give him enough rep
 
Don't know that it's gonna happen, he spent a lot of time on that, but good suggestion
20 rep should take no time to acquire
 
10:18 PM
nah we'll just be patient lol
 
He (jay) suggested we have a "trap" card class, any thoughts? He thought the trap could be hidden or only basically hinted at, at most, for the opponent
 
I'm skeptical of anything that breaks the physical-cards dynamic
I feel like it should be playable with nothing more than physical cards and MTG-style counters
just because if we do that we have really solid guidelines for what's acceptable and what's not, and we don't wander too far from the CTG thing
i like the idea of a trap card but I'm not sure how being hidden would work
unless it's just face down or something
 
OK. What about a trap card that could be played during the opponents turn?
 
but if there's a face down card on the board your opponent will know something's up
 
(his idea, again)
 
10:24 PM
hmm that could be interesting
 
Yeah, I don't know how difficult to implement that would be, since I'm not an algo guy
 
it would be... hmmm
i don't think i like it
because...
you might not be able to take your time if you know the other guy could interrupt your turn with some special card
turn based games shouldn't have that kind of element i think
 
It does seem problematic to use in a non-face-to-face game
What about casting a face-down trap card during your turn?
 
i like that he's thinking outside the box though
face down cards could possibly have some application
that could make for an interesting dynamic
someone mentioned stratego, could be like that
you have to discover what units your enemy has in play by attacking them
then trap cards would work fine
we need to run that by everyone and get a consensus
wth is everyone today anyway
 
10:43 PM
Enjoy the weekend, I'm guessing
 
meh
 

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