Staredit Network > Forums > Games > Topic: StarCraft Card Game
StarCraft Card Game
Mar 17 2009, 11:46 pm
By: ClansAreForGays
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How many seperate decks of cards should a single player have for 1 game?
How many seperate decks of cards should a single player have for 1 game?
Answer Votes Percentage % Voters
1 17
 
81%
2 4
 
20%
None.
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Poll has 21 votes. You can vote for at most 1 option(s).

Mar 8 2012, 6:33 pm ClansAreForGays Post #121



Don't have a job at the moment, so I definitely have time to get back into this. I've given a lot of thought to things. I pictured how the game would play out, and realized there would be too much "Search your deck for X card" in any given turn. This has led me to a few major changes. Everything in the original post other than the different card types will need to be re-written.

- Anything that searches the deck will be done in 1 specific phase. All searches will be done at one time, and the deck will only need to be shuffled at the end of this phase. Often card games get to a point where half the match is searching and shuffling.

- New 'dominoes' design direction. When a card is played, where it is played will have almost as big an impact as what is played. When you see people playing, you'll notice clusters of cards touching each other. Where they connect will have significance. Note: I am not saying that this will require a mat with special locations for cards, just that a card's position in relation to another is important.

- The only thing you start with now is a headquarters, no workers.

- Trying to think of a new card type that must be played as soon as drawn.




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[02:58 pm]
Ultraviolet -- Symmetry
Symmetry shouted: Man I wish we had this tech back in the day when people played ums lmao
fr fr
[02:39 am]
Symmetry -- Man I wish we had this tech back in the day when people played ums lmao
[2026-7-16. : 6:28 am]
NudeRaider -- EUD actions, specifically. The conditions remained. Today we can even have actions again, but they're all virtualized/whitelisted (not sure on the actual technical implementation) so you can only use them for specific intended purposed, not arbitrary code injections.
[2026-7-16. : 6:26 am]
NudeRaider -- I mean yes, maps - through EUDs - were theoretically able to do that as well, but that was patched quickly.
[2026-7-16. : 6:25 am]
NudeRaider -- Symmetry
Symmetry shouted: Ohhh imagine a SC map that could delete itself
not the map, the editor
[2026-7-16. : 2:28 am]
Symmetry -- I vaguely remember Voy doing some ACE back in the day, but I had no idea EUDs could do that kind of shit. I am very much catching up on the technology
[2026-7-16. : 2:28 am]
Symmetry -- Ohhh imagine a SC map that could delete itself
[2026-7-15. : 8:51 pm]
NudeRaider -- Symmetry
Symmetry shouted: NudeRaider Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
yeah an editor that isn't allowed to write files sounds rather pointless, so I'd assume it can. Like most other programs too btw. and yes, obviously that's dangerous, but also kinda necessary. MS introduced that virtualization for exactly that reason.
[2026-7-15. : 4:10 am]
Ultraviolet -- I don't think so. I think they shut that shit down after 1.16, maybe even earlier
[2026-7-15. : 2:19 am]
Symmetry -- NudeRaider
NudeRaider shouted: Symmetry I can't tell if it's relevant. You provided literally no context so I was providing an equally generic answer.
Is EUD editor capable of writing shit onto the player's harddrive? That seems like it would be dangerous
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