True Deck Validation, I was being dumb
Last post I started out boasting about how I implemented Deck Validation, but then as I was writing the post I realized it didn’t work at all. Well this time I actually DID make Deck Validation work, by avoiding the problem altogether. Take THAT last post!
So originally I came up with this way of having the deck get checked for its validity after a change was made. Oh and just so you know, an invalid deck is one which has less than 10 cards in it, for now atleast, I may increase the minimum deck size later. But anyway, I quickly realized this was the wrong way to go about it, as a deck could be made invalid (remove all the cards) then the player could just leave the game entirely by closing the browser, upon returning to the game they would be back in the world, with an invalid deck, ready to blow up my game the moment they enter combat and have no cards to draw! Hell no am I letting some deckless weirdo blow up my game!
So basically, I just made it so you could never go below 10 cards, if you try to the game doesn’t apply your change, warns you of such and tells you to add a card before removing one, easy. I wish I thought of that at first.
Making Cards and Combat not suck
After that it was on to making Cards and combat a bit more interesting. Problem was, until now, cards could only make 1 stat change. That was fine when I only have cards like Punch and Kick that do x amount of damage to the enemy, but if that is the most any card can do then the game will get boring really fast. I’m bored just talking about it, so I set out to make more complex card interactions possible.
Cards are now made up of 2 objects, Card and CardEffect, in a One to Many relationship. One Card can have many CardEffects. Each of these effects can have a different target, effect different stats and for different amounts. This allows for new cards such as Thrash, which does a large amount of damage to the enemy, a moderate amount of damage to the casterĀ and lowers the caster’s Defence stat. Complexity, Fun!
There are many other cards like this and I intend to balance a cards with positive and negative effects to make each choice one of risk vs reward. Hopefully this will make combat more interesting. I have more ideas for making cards have interesting effects, even having them affect the character outside of combat!
Speaking of combat, since I changed around how cards work, that meant that I had to go back and refactor my combat methods. This took a while but it really needed it, since I’ve learned so many better practices since first coming up with my combat methods. I still have to add in text generation but that shouldn’t be too hard… (famous last words).
Filling out the games content a bit
Lastly, I’ve greatly improved the workflow involved with adding content to Nano. This is something only admins like myself would ever interact with, but adding content has been something I kept putting off simply because the only way to do it was via SQL statements. Well not anymore! Now I have nice forms that I can fill out and drop down lists with all my enums. Just the other day I added 20 cards and all their effects. Next will be enemies, consumables and events!
So, things are working out pretty well, and I think I’m still on track to have Nano ready to present at DevelTeam’s game jam. Only thing left that I haven’t thought about is how to host the game. I originally planned on just hosting it on my own computer and leaving my comp on for a few days and giving them an IP address, but I’ve started to look around and it seems I can get some temporary hosting setup and just use that for the contest. Better figure that out soon!