How to code custom bonuses and task ?

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How to code custom bonuses and task ?

Postby easey8 » Sun Apr 11, 2010 9:53 am

Hey everyone, first post here. :D

Foremost I'd like to thank all the people working on Wagic- I've had a ton of fun with it so far and definitely plan to donate if the next release contains some neat additions.

Now, my question: Is there a way for me to add custom credit bonuses at the end of a match? For instance, something like the life delta bonus, but wider in scope (similar to the bonus you get when you exhaust your deck, I think). There is a topic discussing such bonuses, but no mention of a how-to. Where is the file that needs to be edited/coded, and what do I need in order to do so? I'm a capable sort of person, but a few pointers in the right direction would definitely help.

I'm also a goal-oriented player, and love the system of buying boosters or paying a fair bit more for specific cards I need to compile my decks, but it'd be nice to have some in-match goals as well. IE- kill 10 of your opponent's creatures throughout the course of a match, win a 50 credit bonus at the end. Or maybe a 100 credit bonus if you end the match with less than 3 cards in your graveyard. Could be extremely simple or extremely complex, but the idea is that there are multiple tiny (you could call them) achievements within every round that a player can work towards on top of winning the match as quickly and with as much life as possible.

The bounties set up in the shop (win with over 120 health, win with over 1000 health) etc, are certainly fun and challenging, but I'm thinking more along the lines of small goals that can be achieved with a little extra effort while still playing the game as you normally would, IE- not having to construct a specific deck to attain a bonus. Different sides to the same coin, really.

Anyway, I'm sure I've reiterated my point enough. If anyone can help with this, my thanks in advance.

[EDIT ABRA: renamed & moved]
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Re: creating custom end bonuses? and thoughts

Postby abrasax » Mon Apr 12, 2010 11:50 am

Hi,

As far as I know are in Task.h and Task.cpp

Check the following :
http://code.google.com/p/wagic/source/b ... de/Tasks.h
http://code.google.com/p/wagic/source/b ... /Tasks.cpp

End bonus are in Credits.h and Credits.cpp, check the following
http://code.google.com/p/wagic/source/b ... /Credits.h
http://code.google.com/p/wagic/source/b ... redits.cpp

You will need to code the task/credits directly in this two file.

You can also discuss bonuses reward and co in the following thread : viewtopic.php?f=14&t=829&start=30

If you go to work on it, I personally would like to see end bonuses for specific win situation like:
Win when opponent has no creature in play.
Win when opponent has no land in play.

Would be nice especially for those landbreaker deck.

Hope this point you in the right direction,

Abra
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Re: creating custom end bonuses? and thoughts

Postby Daddy32 » Thu Apr 15, 2010 12:41 pm

easey8, If your interest remains, I'm open to discussion. I'm also ready to implement any suggested bonuses as long as you convince me they are improving the game.

Regarding to in-game achieved tasks - this is existing idea which remains in the theoretical state for now.
However, basic rule of thumb when introducing new bonuses should be: They should not force (or even motivate) the player to play the game in 'unnatural' way. This can be achieved by either
a.) lowering their reward (possibly to nothing else than 'warm feeling') or
b.) keeping them 'sane' - reward player only for perfectly executing tasks he would probably do in a normal game anyway, in order to win it.
One-time offer tasks given in shop could ignore both of these rules, since they do not affect every game.

a.) reminds me of game statistics shown in Worms 2 at the end of duel. They were of no direct value to the player, yet they provided interesting and often funny statistics about the course of the game. (I can't seem to find any screenshot to illustrate this :( )
b.) is the course current bonuses are holding and also the reason I've implemented 'tasks' in shop instead of introducing more bonuses (which was my original idea)
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