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Author Topic: Built-in Collecting/Trading Game  (Read 3803 times)
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Kujaku
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« on: January 03, 2005, 11:56:42 AM »

I would code it myself, but since i have little time and i have to work on the house system too

I just thought of making a sort of "Magic the Gathering" as a browsergame, but as text based browsergame without anything it doesn't sound very funny
so i thought of build a module for it for lotgd
i thought of some monsters which are a little bit stronger than the others, but you can get cards from them and you can trade them in a shop, trade them with other players and play card battles
this opens many possibilities for other modules, eg you have to beat some boss in a dungeon with cards instead of power, you can build a new arena, collect, trade and fight.

that don't need to be cards, that can be monsters which you can collect or some sort of magic crystals, there must not be a fighting system, but i personally like rpgs where you can collect something and trade it
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enderwiggin
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« Reply #1 on: January 05, 2005, 06:23:46 AM »

How about a slightly simpler game such as Tetra Master from Final Fantasy IX?  Or something like that?

When you defeat a monster, you have the random chance of getting that monster's card.  A shop could also sell cards.
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Sichae
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« Reply #2 on: January 05, 2005, 06:41:37 PM »

How about a slightly simpler game such as Tetra Master from Final Fantasy IX?  Or something like that?

When you defeat a monster, you have the random chance of getting that monster's card.  A shop could also sell cards.

That would actually be quite easy. Just a hook at the end of battle, select the creatureid, then log it somewhere (perhaps a new table of some sorts... or perhaps as a pref, and a person can only hold XX amount of creatures.. creating a pref for each). Then, save it as a bit o' data in some kind of "Bestiary" pref or objpref or table for that matter.

Then when a person goes to the bestiary, just fetch values such as Name, Attack, Defense, Gold using that id.

That would be pretty nice, as Creature attack is a constant, but it does have a flux on it. So, it could show "Base Attack: XX"

Then for the shop, SQL query to select 5 creatures at random to have on sale...:
Code:
$sql = "SELECT creatureid FROM creatures  ORDER BY RAND(".e_rand().") LIMIT 5";
db_query($sql);
Then, a query to select the data of the 5 random ones, or you could do it all in one query. Then, a loop of some sorts, to generate a nav for each. Base the value off of a random number, or find some kind of co-relation between level of creature and price.
« Last Edit: January 05, 2005, 06:43:31 PM by Sichae » Logged

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enderwiggin
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« Reply #3 on: January 05, 2005, 07:08:30 PM »

Tetra Master will take a bit of work, but is simpler than Magic the Gathering.  You have a grid of nine spots.  Each player has 5 cards.  A coin flip decides who goes first.  And you place a card in one of the nine spots.  The card has vaules pointing up, right, down, and left.  Let's assume the grid looks like the grid below, and a weak card (like a rat) would look something like below.

1 2 3          2
4 5 6      3 rat 1
7 8 9          2

Let's say that you place the rat card in slot 6.  2 is facing up to slot 2, 2 is facing down to slot 9, and 3 is facing left to slot 5.  If someone now places a card with a higher value facing that card, then they claim that card.  Cards can be claimed and reclaimed until all 9 spots are filled, and the game is over.  Whoever has the most cards, wins.

The problem is programming AI.  This may take a while, but is feasible.  To display this in game, you can use a bordless series of 9 frames.  Playing each card will then send output to that frame.  The color of the card depends on the player, and the data can be simple text.

Or, we can go for a much simpler card game.

Each person is dealt 5 cards from their deck randomly.  The card has 3 values, corresponding to the monster the card represents.  Your first card, and your opponent's first card battle.  Each of the three stats is compared against each other (perhaps with a random variable as well).  That card's strength goes up against the other card's strength, so on and so on.  After all 3 stats are compared, one card beats out the other card.  Do this for all 5 cards, and whomever has the most winning cards wins the match, and you randomly get to keep a card from the other person.

With either of these systems, we'd need a card shop to sell weak cards you don't want, and maybe buy new cards.
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Kujaku
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« Reply #4 on: January 22, 2005, 03:09:50 AM »

yeah, thats exactly what i thought of enderwiggin, i would be glad if someone could code it
if noone takes it on i'll try it when i have time, but this can last some months...
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Lightbringer
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« Reply #5 on: February 21, 2005, 02:34:16 AM »

hmmmmmmmm


Much as I would prefer MtG...Tetra Master is doable...

Magic the Gathering has a hell of a lot of different keyword abilities...eg Trample, First Strike, Bushido etc etc

Tetra Master has a more limited list of features...

The grid could be made up similar to the World Map gif

I am not much of a coder so I don't know how I would go..but the idea is a good one and adds another layer of gameplay...

Just wondering how the creatures would be allocated the four numbers (top, left, bottom and right)

The actual coding of the functions and whatnot would be tricky - but doable...

Be interested to see if anyone takes this up as it has a lot of promise
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enderwiggin
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« Reply #6 on: February 21, 2005, 03:32:25 AM »

We can pull from the existing creature table.  Creatures have attack, defense, and HP.
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Dannic
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« Reply #7 on: February 21, 2005, 03:40:56 AM »

Take a look at the creaturealignment module I did to see how you could do something like you want.  It really isn't all that difficult once you understand how things work.
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Lightbringer
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« Reply #8 on: February 21, 2005, 03:47:31 AM »

I would be interested in any ideas of unique - LotGD based card games - then we do not need to really modify anything...

That way we can use existing fields to generate what we need...

One possible idea would be to have a random creature drop which mimics the actual creature exactly...and the rarity of the card increases greatly as the level of the creature that drops the card does...

Then we could place a card table in a shop (I would put it in my Entertainment Room on my server)

Unsure of exaclty how we would proceed but that is just an idea..and probably workable

***EDIT***

Just saw your post, Dannic - will look at incorporating that as well

Would also like thoughts on how to make a creature drop mod that would double as item and card drop
« Last Edit: February 21, 2005, 03:49:27 AM by Lightbringer » Logged

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Lightbringer
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Dannic
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« Reply #9 on: February 21, 2005, 04:03:19 AM »

There is a module called item drop that you may want to look at.
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Lightbringer
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« Reply #10 on: February 21, 2005, 04:13:27 AM »

ahh okay...Thank you.. I think I tried that one earlier and it didn't work - may have been a really young version of it..will take another look

UPDATE...

Took a look at it and it is the same one...It wasn't that it didn't work..It works perfectly fine..

There are several features that I wasn't expecting..

Don't get me wrong - awesome module - and I will continue using it..but I am looking for something where you can have an item editor in the grotto, there you can generate items that will be dropped by the creatures - you could incorporate the card drop as part of that
« Last Edit: February 21, 2005, 04:43:11 AM by Lightbringer » Logged

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Dannic
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« Reply #11 on: February 21, 2005, 06:19:09 PM »

I actually meant for you to look at it as an example Smiley  With all the examples of things people have done you should be able to put something together rather quickly that does what you want.
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Lightbringer
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« Reply #12 on: February 21, 2005, 06:27:44 PM »

Ahhh..of course lol

I will look into it...

Thank you again, Dannic

Your help is greatly appreciated Smiley
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Lightbringer
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