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  1. Simulacron

    Hidden information in local card game

    Wow, this actually sounds like a really interesting idea. It would make the concept of a card game a very different one, as you could even start desiging cards/effects that are used to sabotage your opponents deck before he can make his move. This of course would need an excessive amount of testing and designing as you would need to make sure, none of the combinations are frustrating (Imagine prepairing for a combo over and over again and the opponent just destroys it every time before you are even able to play it. Not very fun or engaging). But I definitely like the idea of taking the problem and turing it into a feature. Thanks for your suggestions!
  2. Simulacron

    Hidden information in local card game

    Thanks again, for all your input. It seems like I need to sit down and reassess what exactly I want this project to be in the end and how I want to execute it.
  3. Simulacron

    Hidden information in local card game

    Thanks for your input. I thought about both of your points and ultimately it probably comes down to just stop trying to get around networking. It's probably easier than all that design that has to go into making the hole system intuitive and easy to use. While some of the systems might sound interesting, they probably have to many drawbacks to be easy to use. However, I still want to create it as a video game, mainly because I want to learn more about programming and the modelling that goes into systems like that, which would fall away if you just design it as a real card game.
  4. HI there, I'm currently working on a 2-player local card game and have run into a problem concerning hidden information. As in most other card games, I want to keep the cards each player has, hidden from the other player, but when you only have one screen this turns out to be more difficult than you think. I have multiple ideas how to solve the problem, but none of them really seams to be very elegant: 1. Turn around the cards, for the player that currently has to make a turn: This is the first idea that came into my mindt, but it also has a big problem: The other player isn't allowed to look at the screen while the other player is performing his turn. This seems unituitive because your opponent might want to think about his next move, or even worse, might need to respond to your actions depending of the design of the game. It also seems very unfun, to always make sure the inactive player turns around before making the next turn. 2. Encode the cards of each player: My second idea was to let each player choose a seed, to encode their cards. This would work like the following: Each player chooses a seed which then encodes each players cards (gives them random ids, according to the seed) The game would then only show the id's of the card available to the player. The second step would be to create a small phone app, where you could enter the seed and then display your cards by entering the ids shown on the main game. The problem with this would be that each player needs to keep track on his phone which cards he has, which he just played, etc.. This would cause the player to effectively do each turn twice because after playing a card on the main game screen he would need to manually remove it from his phone app. 3. Create a networking system that sends the game information to each players phone: Pretty much the same deal as above, only that you get rid of all the manual work of seed picking and updating the cards in your hand. A downside for me, however is all the code needed for networking to manage this stuff. For now I rather prefer to stay away from the networking aspect, as my project is complicated enough for now. 4. Scrap the idea of the local multiplayer and go full online mode (like Hearhtstone): Same deal as above, would need lots of networking. As you can see none of the solutions are very practical (if you want the project to stay local and don't use any networking). Do you have any ideas how you could solve this problem more elegant without overcomplicating the hole process of getting the information to the player and breaking the gameflow to much? Thanks in advanced for your help!
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