Refactor Beta
Coding for Perfection
Targeting:
the targeting system for the game has been modified, as now the internal values point towards a staticly generated opbjectID that applies to any targetable object(Players, Rituals, Creatures, Stack-Items), and the functions that correlate those targeting operations with the correct object has been created as well.
Commands:
commands will stay relatively the same, with certain changes due to how the targeting system was revamped and how the game is moving towards a binary operation scheme instead of a textual operation as it used to.
Simultaneous Triggers?
as of now, I fail to see how it can be properly done without breaking the logic of the game, it's also not really something I care for as the game should remain fairly simple throughout its lifetime causing this option to be meaningless.
trigger order is sorted by: self triggers(took damage, blocked, attacking, etc.),active > inactive player, oldest > newest, and order on the card.
it may cause asymmetric behaviors when using fringe synergies on future cards that uses a "modify" mechanic(increase by 1 <> double stat) but if someone(including me) adds such mechanics to the game it'll be VERY stupid anyways.
Server Client Architecture:
server and client will communicate in binary packets that will allow the game to handle operations in a smoother way and will be portable to future games.
current architecture uses the TCP protocol as a baseline, and with those changes will no longer be required to do so, a UDP version will not be created for this game as of yet(due to TCP's reliability and the game being completely turn based) in addition to that a socket-player decoupling will be done in a smoother way compared to current version.
Card Sets:
cards and creatures have been moved to a set based indexing, fixing the issues caused by the previous system of lacking modability and being reliant on previous sets' indecies.
this is changed now, with a new limitation that states that all sets are self contained in regards to cards and creatures:
you can't use other set's creatures as summon target, but can create an identical creature in your own set.
affinity field removed(replaced by Card Set)
Set Editor:
this requires some time to create, I slowed down work on the project as I need some time to relax for a while, there is a lot to do and I want to make it into something that can work as a modding tool making it easier to create new Sets for the game.
this means I will be very slow in development until the base game and the set editor are operational again, but will be able to jumpstart high-gear production the moment I get those done.
AI API:
AI will be moddable after the release or close to it, but the AI will be created with modding in mind(for easier development for me) as I work out the kinks of making a proper AI for this game.
utility functions will be added and access to Set Data will be available through an internal function.
Returning to Development:
as I detailed, I have a lot of work and only a fraction of it was properly done. and as some might figure out, those changes are intrusive enough to halt all other development while I make those changes.
this isn't an abandoned game, but the next update is likely a couple of months away and will have a downgraded level of controls at first compared to the current update.
Get Fundamentals Card Game
Fundamentals Card Game
Fundamentals Card Game is a multiplayer CCG where time is used as a resource.
Status | In development |
Author | Dimanari |
Genre | Card Game |
Tags | Deck Building, Multiplayer, Turn-based |
Languages | English |
More posts
- Beta Delay AnnouncementDec 01, 2023
- Beta Development: Deck EditorNov 25, 2023
- Beta Development: Militia Man AINov 24, 2023
- Beta Development: Drawing AnewNov 23, 2023
- Beta 0.1 ReleaseNov 23, 2023
- Beta Development Day 5 + Alpha2.03Nov 23, 2023
- Beta Development Day 4 + Alpha2.0Nov 22, 2023
- Beta Development Day 3 + InsightsNov 20, 2023
- Beta Development Day 2Nov 19, 2023
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