Custom Game Type - Development

All user created custom sets, custom game mode and modded official content.
wololo
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Location: Japan

Re: Custom Game Type - Development

Post by wololo »

Some additional remarks:
- haunt has persist, but persist is not supposed to work with tokens. Currently it does because of a bug, but I plan to fix that bug eventually.
- Druid has an ability to create "Nature elemental", instead, it creates a broodling, is that normal ?
Daddy32
Posts: 177
Joined: Thu Aug 20, 2009 8:20 am
Location: Slovakia

Re: Custom Game Type - Development

Post by Daddy32 »

OK, I'm in love with this, waiting for the update.
There are few obvious bugs with the cards (wololo mentioned most of them) and AI is absolutely incapable of playing this (I play with decks of these cards against regular Wagic's AI decks, which is bit strange :) ), but the game is great fun.
Single big problem I have with it is that later turns becomes quite lengthy - in regular MTG, the number of actions you make each turn are mostly dependent on number of cards you draw. Here however, almost every single card and token can (and to play optimally, should) be activated (either for an upgrade or another ability) every turn, which means turns get longer exponentially. Some production limiting boundaries should be implemented, either some form of slowly upgraded governing building ("town hall") required for certain upgrades and/or limit for number of units in play - whichever is codable.
Szei
Posts: 218
Joined: Sat Nov 15, 2008 8:14 pm
Location: USA

Re: Custom Game Type - Development

Post by Szei »

Input needed:
I'm considering a major change and I need some input. Should I shift away from the starting upgrade being a card that can be put in decks and instead of an upgrade building? I am hesitant about doing so because I like deck customization; however, I feel that once you've gotten the upgrade, it becomes an annoyance drawing extra copies of said upgrade. Now, perhaps you can say, well, I guess that's just a part of deck construction; One must decide whether the increased chance of receiving the upgrade is worth the wasted draws after the upgrade has been acquired... So, I'm open to either approach and just wanted some other opinions before I spend any further time on the upgrade system.

Help needed:
I have no means of limiting multiple upgrades of the same route. What I mean is, if someone upgrades iron swords to steel swords, the player can just play another iron swords card... This is not how upgrades should work. Is there any way of preventing this? One possible solution is creating some sort of fetch card that can fetch any upgrade, limit upgrades to one of each upgrade branch per deck (i.e. only one iron swords could be in a deck), and then use the upgrade fetch cards to acquire the needed upgrades. Players would then put in many copies of the fetch card and only one of each desired upgrade card instead of many of the upgrade card.
Daddy32 wrote: Some production limiting boundaries should be implemented, either some form of slowly upgraded governing building ("town hall") required for certain upgrades and/or limit for number of units in play - whichever is codable.
I think I actually can limit the number of units allowed on the field and will add this. I agree that the game can get unwieldy with too much on the screen. As for the next update, I'll upload a version with some bug fixes, but I'm going to be very busy until after early March so I won't have time for anything major.

Plans for v0.2.0

In the next real update (not the update I'll be uploading soon), I plan to implement something like the tower system wololo suggested. I would also like to add some sort of weapons triangle (if you've played Fire Emblem, you'll know what I mean) in which certain weapon types get an attack bonus versus other weapon types (or a defense bonus from certain weapon types; whichever proves codeable). This will hopefully solve the problem regarding a specific optimal route each game.

The problem with a weapon bonus against other weapons is that I can't say "if something is blocking AND the creature it's blocking has [weapon type]" so I'm not sure how I can implement this system at this moment.

I'm also planning on adding heroes and *maybe* some more sorceries (I'll be adding a counter sorcery for sure, but I'm not certain if I'll add anything else).
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Jeck
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Location: Snow-covered forest

Re: Custom Game Type - Development

Post by Jeck »

I'm not certain, but I think you can add a trigger when a card is moved to the stack to bury all copies of that card on the field... something like @movedTo(this|mystack):moveTo(myGraveyard) all(whatever)

Would that work to limit upgrades in effect?
Szei
Posts: 218
Joined: Sat Nov 15, 2008 8:14 pm
Location: USA

Re: Custom Game Type - Development

Post by Szei »

UPDATED TO v0.1.1 // Minor bug fixes, nothing to be too excited about. Link in original post.
Jeck wrote:I'm not certain, but I think you can add a trigger when a card is moved to the stack to bury all copies of that card on the field... something like @movedTo(this|mystack):moveTo(myGraveyard) all(whatever)

Would that work to limit upgrades in effect?
Hm. I'll try it out. Thanks.

Also, I tried limiting creatures per side to 8 but this doesn't work:

auto=aslongas(creature|myBattlefield) @movedTo(creature|myStack):moveTo(myGraveyard) all(creature|myStack) >7

I put it in the mtg.txt
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wololo
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Location: Japan

Re: Custom Game Type - Development

Post by wololo »

try
auto=@movedTo(creature|myStack):moveTo(myGraveyard) all(creature|myStack) >7

instead. But I'm not sure it will work.

You could also have all the upgrades be "legendary".
Daddy32
Posts: 177
Joined: Thu Aug 20, 2009 8:20 am
Location: Slovakia

Re: Custom Game Type - Development

Post by Daddy32 »

How's the work going? Will we see the 0.2 version any time soon?
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Custom Game Type - Development

Post by Zethfox »

I gave this a try, man this was well thought out, and yeah there are a few issues, but over all felt very fun to play(if the Ai doesnt rip you apart first) I had a game that ran me close to 30 mins...

so is there any update to this? or is it abandonware pretty much?
MrFrenik
Posts: 10
Joined: Fri Aug 06, 2010 2:56 am

Re: Custom Game Type - Development

Post by MrFrenik »

any updates on this game? I, too, just started playing it and am really enjoying the mechanics of it all. Would love to see this thing get finished.
Zethfox
Posts: 3029
Joined: Thu Jun 10, 2010 11:28 pm

Re: Custom Game Type - Development

Post by Zethfox »

its a shame this appears to now be abandonware... :/ it was looking REALLY great.
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