Showing posts with label workflow. Show all posts
Showing posts with label workflow. Show all posts

Sunday, June 12, 2011

Card Creatures v0.3.1

It's been a while since we've been busy with Fanime, E3, etc. but Card Creatures is still being developed, slowly but surely!

New in this release:
  • Enemy selection!
  • Hand selection!
  • "Campaign Start" option in the debug menu. Use this to be able to select your opponent and the cards for your hand. It doesn't start a real campaign yet exactly, since you still can't progress.
  • Ability to specify the information for an available opponent and add new opponents. To set this up, open up Defaults.ini in Notepad. Here you will see something called PlayerController, which is where you can set the Name, Deck, etc. for the player. You will also see some things called FoeInfo, which are where the NPC opponents are specified, with a Name, Picture (not yet used), and Deck. You can add more at the bottom as long as the formatting looks the same (with the & symbol separating the entries). For the Deck (for both the player and the NPCs) you can set which cards will be available like so: Deck=[2*Geezard,3*Selphie,1*Odin] and if those card types are defined in CardDefs.ini (see my previous post) then the deck will be filled with 2 Geezards, 3 Selphies and 1 Odin card.
download

Sunday, March 13, 2011

Card Creatures v0.2.3

New in this version:
  • Debug menu for testing! - now you can select at the start which rules you want to use and if you want to play both hands or play against the dumb AI.
  • Plus rule - similar to the Same rule; if any two facing values of the played card form equal sums with the values they are facing, the two adjacent cards are both captured.
  • Congratulatory message when cards are captured with Same or Plus.
download here

Sunday, February 27, 2011

Card Creatures v0.1.2

I've updated the download link with a new version of the game, this time with actual game rules for flipping cards! So far I've implemented the rules Open (the cards in both hands are face-up) and Basic (when you play a card, any adjacent enemy cards with lower facing numbers are flipped - like in Triple Triad). The AI still plays cards in random locations :D.

The system I made for applying the game rules is flexible enough that it should be easy for me to create new rules, and it should be easy to use whatever combination of rules we want in any particular match. So we can have the rules change as we progress through the single-player game, and we can have the players pick their own rules for the multiplayer game. Right now I just have the Open and Basic rules on every time. I'll continue to make more rules in the coming weeks, and I'll post 'em up here, probably along with some kind of testing interface so we can choose which rules we want to play with when we start the match.

One other addition to this version is a border on the cards. Right now there's a horrible-ugly temporary image that I made, but at least it helps us see the numbers when there's a dark background image! To change the card border image, just replace img/border.png with something of your own (and post it up here if you make something for it). Also, any card images you make with your creature designs should have some transparency, so that the blue/red background can show through and the player knows which cards have been flipped.

Sunday, February 20, 2011

Card Creatures code base and creating card art

I'm posting the first stable version of our game! Only, it's not really a game yet, since there are no rules for capturing cards yet. But you can alternate turns with a super-dumb AI player, placing cards on the board. And more importantly, you can test new art for the cards in-game:
  1. Download it here.
  2. Double click on CardGame.swf or drag and drop it into your web-browser to play the game - you'll get an error message on screen about missing image files, just click on it to make it go away.
  3. Add your own images for existing cards, or make new cards!
    1. Double click on CardDef.ini - it should open in Notepad. This is where the available cards are specified. Any line starting with ; is a comment and is ignored by the program. Any line with [ ] around it is the name of a card. The next line is the four numbers on the card (we might go with more than four numbers later, but this is just a start). The next line (if there is one) is how much randomness there is for the four numbers. Add more card definitions like that to this list if you want.
    2. Open the folder img/cards. This is where you should put the images for the cards. The images should be named the same thing as the card name from CardDef.ini. So, the first card in that list should have a file named level1.1.png. Please change the names in that file so that they match the actual picture though! Because "Bugbear" is a cooler name for a card than "level1.1". Card names can probably only be 1 word though.
    3. Play the game to see your image on the card in action! Cards are picked randomly for the 2 hands right now.
PLEASE let me know if it doesn't work or if it's too confusing of a process. I really want feedback to improve how we work on the game. You don't have to do this right away of course, just try it out sometime when you're working on the creature designs.