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Jaeger
It looks like a common daisy. They do have medicinal uses, so the healing ability seems fitting.
jack1974
In theory there should be a sort of face in the flower but you don't see it well unless it's zoomed in :)
Jaeger
I see the face. It's making me think of the talking flowers in Alice in Wonderland. Anyways, I'm still having a hard time trying to come up with an alternative name.
Franka
Flower of Life (changes the meaning), Flower of Health, Nourishing Flower, Rejuvenating Flower, Radiant Flower...
jack1974
OK I made my mind: it will be called "Smug face flower" :lol:

Jokes aside, I like Flower Of Life, probably going to use that! thanks
jack1974
I deleted a previous post since I was angry and tired. Yes I'm facing a lot of issues but I will simply need to adapt the cards to the framework limits, rather than having full freedom.

The main issue is with spell cards (that's why in PSCD the CPU didn't have many). Worse case I'll repeat that :)
jack1974
https://pbs.twimg.com/media/ErmdpgUXUAAKHVb?format=jpg&name=medium" style="max-width:100%">

new deck screen, I think maybe I'll also add a filtering by element.

I am thinking of going with opposite element attack bonuses: air creature deals x2 damage to earth ones, etc. But maybe x2 is too much, so I'll do like +1 damage or something.

Early tests on spells made obvious that it's not possible for the spells, otherwise they become too powerful :mrgreen: so if I add this will be creatures only.
jack1974
https://pbs.twimg.com/media/Eq-pyUlUUAMYL_K?format=jpg&name=small" style="max-width:100%">

The more complex the game, the more chances of bugs :)

This one I found completely randomly, and it's hilarious: in the map before each battle you see a preview of the card rewards. If are creatures, you could upgrade them, even if they weren't yet yours (collected) :lol:

Not a big deal in the end, since the AI uses a separate upgrade system, but still was funny to see.
jack1974
So today I'm stuck again lol.

I wanted to code a function to automatically add spells based on the correct alignment (since depending order/chaos you'll face the opposite heroes in some fights). It turned out to be basically impossible, I thought was working then at one point it crashed with a mysterious "card already in hand" exception :lol:



I definitely can't risk anything anymore so probably the enemies won't even use spells at this point... I can't surely code 60+ battles with two variants depending if you're order/chaos (would be 120 fights and it's just insane). At this point I just need to find a way to get out of this hell alive and with a working game :lol: A pity since I had a ton of ideas, and I'll implement maybe 5% of them. But c'est la vie...
jack1974
https://pbs.twimg.com/media/EtTMfRSXEAAPb2-?format=jpg&name=large" style="max-width:100%">

more progress, but also where I'm currently stuck :lol:

The enemy heroes spells needs to be custom made (even if are same as the player can use) because they use "select card..." aim condition, so even if the AI plays them you would see the text "choose target for spell X". Allowing the player to choose which targets the AI should hit with spells seems excessive :mrgreen:
jack1974
https://pbs.twimg.com/media/EtnheZ2XYAAh7FV?format=jpg&name=small" style="max-width:100%">

so great news. SOMEHOW (haha I basically did trial and error like 100 times ROFL) I managed to automatically assign spells to enemy heroes and they would use them almost in a clever way (it's a bit random so sometimes they make amazing choices, other times not but that's fine).



This was the biggest obstacle to get this game done I think. I am now going to work full speed on the gameplay part, and I really think I can get this done later this year (demo of course, not full game!).
jack1974
Today I'm finishing the last storyboard of the character's past, the one of Aquaria (I left her for last for no particular reason, was just random).

It's crazy thinking that even if each route was 10k words, total just for the memories would be 120k words. Current count is 50k so minimum the game will be 170k words, plus there are also other main plot scenes.

ARGHHHHHHHHHHHH :lol: this is not a short game! lol

Anyway, I'll take it easier to not get burned out but eventually I'll get to the end of this HUGE thing :)
jack1974
https://pbs.twimg.com/media/EwQ_GoEWQAA-C4r?format=jpg&name=small" style="max-width:100%">

final logo/title screen done! I think the yellow C is noticeable enough to read "Curse". I wanted to have a very unique logo for this game and I like the final result :)
jack1974
https://pbs.twimg.com/media/Evdo3f7XEAMUXip?format=jpg&name=large" style="max-width:100%">

added a different border shape for taunt creatures, I think now they should be more noticeable?
jack1974
https://pbs.twimg.com/media/EwWNyeSXAAAf34q?format=jpg&name=large" style="max-width:100%">

after some thinking, I'm also going to offer the possibility to play with a basic/simple background (this is just a quick test I made with a texture found on internet).

While the backgrounds are great, originally they were made for a sort of pokemon/combat game, and I find them too distracting for the card game (even PSCD had just simple BG and worked great). So as player I would definitely always use this. But I'm going to leave the option for those who prefer the animated backgrounds :)
Jaeger
I think the title screen looks great.



As for the backgrounds, I'm kind of torn. A simple background helps make the cards stand out more. However, I like original background and would hate to see it go to waste.
jack1974
It doesn't go to waste, I'm going to offer player the possibility to play as they want (with fully animated bg or without it). Better than offering the choice, I don't know what to do :)
jack1974
https://pbs.twimg.com/media/Ev8igbLWYAE9OL0?format=jpg&name=large" style="max-width:100%">

this spell might be a bit OP, but in the end in a card game the randomness plays a HUGE part, more than the deck itself. Since this game is much more similar to Hearthstone, sometimes I could defeat enemy in 4-5 turns at Hard difficulty, while other times I lost.

In general I think should be easier than PSCD, at least for experienced card players: in PSCD you had to kill some enemies to gather the required resources, while here the mana goes up by 1 every turn up to a maximum of 10. So if you focus on the enemy hero it becomes easier (this is why I also had to remove the possibility to attack the hero on same turn the units are summoned, even those with charge). Flying/breach creatures are also going to be very powerful :)

I am a bit scared that if player get a bad luck will get grumpy and leave the game, but on the other hand card games work this way :oops:



If I ever do another card game in future, I'll do it more like Slay the spire or Monster train, mixed with RPG elements to mitigate the innate RNG of cards :mrgreen:
Franka
Slay the Spire style games have far worse RNG than traditional shuffle-your-deck games, because even the cards you get for your deck are randomized throughout the game. I would much sooner give up on Slay the Spire than a traditional card game, where I 100% constructed my deck. StS can be seriously infuriating because RNGesus gave you loads of crap cards and randomly matched you with impossible enemies.



Maybe the swing of "Turn Undead" is a bit much, if it both kills an enemy and gives you an ally that potentially matches the cost of summoning a similar ally? I wouldn't know yet, not really knowing any other cards. The main issue with a card like that is that, while it allows for comeback, it can also be used to get even further ahead while denying your opponent. I like comeback cards, but I feel they should be designed for that, rather than be abusable while you're already in the lead.
jack1974
Yep Slay the spire is particularly infuriating sometimes haha, it gets saved a bit by the "meta" game (earning more powerful cards as you go on).



Regarding that card, remember that are limited to 1 each deck, so the odds of drawing it are really small (I'm currently using 25 cards decks in the game). But of course it can be tweaked if necessary, like getting only half of the stats, or maybe start "stunned" so it can't be used in same turn.



I've played countless matches, but I haven't reached that card yet (I just designed it lol). In general so far I can win 90% of the matches at hard difficulty. However, I know all the tricks, and in general I don't like to make a card game difficult artificially too much. In some Hearthstone "story battles", you can go on only if you use a specific sequence/set of cards, and at that point it's no longer fun for me.



We'll see during testing, for sure I'll need to tweak the cards even more :)