Magic is by far one of my favorite games. I play casually and competitively with friends daily. For those not familiar, its a trading card game where you construct decks to cast spells and beat your opponents from 20 life to 0. Theres 5 colors in magic, each with their own unique flavors and abilities. I want to bring magic to Starcraft II, but..
I want it to be real time.
Each player would begin their turns at the same time, and a new turn would begin every 10 seconds or so. During your turn, you could drop a land, cast your spells, and order units around the battlefield. It would not only be a test of strategy, but a test of micro.
Players should be able to construct and save decks offline, online, whatever. And, there should be a full featured draft mode, where players can build their decks from booster packs. New sets would be developed and released every few months. The game would aim to be competitive, as well as appealing to more casual players.
I would love to get this project started, but I haven't really dove into the editor much yet. I'm looking for some people with more technical skills than me who are interested. There's alot of Magic fans out there, and this would combine some very interesting micro and macro elements, and hopefully have enough varied decks to bring in players of lots of playstyles.
This game wouldn't necessarily be anything like tabletop Magic, but I like the idea of the 5 color wheel, and the mana resource system.
Not to discourage you, but the coding the game mechanics for Magic the Gathering would be a lot of work. :/ This is something id really like to see though. If you need any help I don't mind stepping in as an advisor on how any of the systems could be coded, but I can't dedicate any more than that.. As I have this unhealthy obsession with projects I start. I'll end up prioritizing it over other things that need to be done.
I've started work on the map already, but I can only get as far as a mock-up. I'm already stumped on how to get a good random card draw system going. I've got a ton of ideas, and pages of stuff written down for this, but I can't wrap my head around the technical aspects.
The main problem for this for me would be how would you make the UI. Not really the triggers, but how would you manage the stuff to fit on the screen and look good at same time.
I would like to see a picture of what you plan on doing with the UI before proceeding further (the text in cards shouldng be small IMO and there should be several cards on the screen without giving away complex look).
Im not really 100% happy with my current card game UI. but I had to go with it tought, since I cannot use abilities via dialogs (or change the cursor to look like you would cast a spell)....
So before proceeding, think about how you want the game to look (Ill try to help you with triggers and stuff probly, I just want to see a picture first...)
Easy part. If you need a deck of 50 cards:
-pick each integer between 1 and 50 (let's call it A) and do : pick random integer (let's call it B) between 1 and 50
-set the value "picked integer A" of an array (size: 50) to "random value B"
I have a system in my current project that does something really close to this, but each card is unique (which is not the case in MtG, because of lands and all that...). It works the same way and is totally bug-free. Maybe I'll send some screenshots later to show you in details how it's done.
To actually define the deck content, you also need to create a trigger with a huuuuuuuge switch that will assign parameters (card color, type, name, etc...) depending on the value of your array fields. The boring part is to actually define the 50 cards and which parameter(s) they have. But once it's done, you can refer to your array for pretty much everything related to picking the card, giving them to a player, applying their power in game, etc...
Anyway, so far on my board game project, I have something like 60-70 arrays (half of them using multiple arrays actually, because each power/unit/etc is unique and I need to check which player have which card in hand with which power, when and in which state...). I can't even imagine the mess it will be to do something similar, taking each parameter from the MtG gameplay into account... Card color, mana cost, card name, card picture?, card type, properties (flying, initiative, summon sickness, attack/block state... there's at least a dozen of these!), attack/defense. It's a lot, especially because each of these parameters can interact with each other. IMO, you shouldn't do a real-time game using the MtG rules. It's not fitting at all, and if you want any proof of how lame a real-time MtG is, just check their PC game which used the Unreal Engine. It was a huge mess and the gameplay was not fun at all.
Magic is by far one of my favorite games. I play casually and competitively with friends daily. For those not familiar, its a trading card game where you construct decks to cast spells and beat your opponents from 20 life to 0. Theres 5 colors in magic, each with their own unique flavors and abilities. I want to bring magic to Starcraft II, but..
I want it to be real time.
Each player would begin their turns at the same time, and a new turn would begin every 10 seconds or so. During your turn, you could drop a land, cast your spells, and order units around the battlefield. It would not only be a test of strategy, but a test of micro.
Players should be able to construct and save decks offline, online, whatever. And, there should be a full featured draft mode, where players can build their decks from booster packs. New sets would be developed and released every few months. The game would aim to be competitive, as well as appealing to more casual players.
I would love to get this project started, but I haven't really dove into the editor much yet. I'm looking for some people with more technical skills than me who are interested. There's alot of Magic fans out there, and this would combine some very interesting micro and macro elements, and hopefully have enough varied decks to bring in players of lots of playstyles.
This game wouldn't necessarily be anything like tabletop Magic, but I like the idea of the 5 color wheel, and the mana resource system.
Lets get this started.
Not to discourage you, but the coding the game mechanics for Magic the Gathering would be a lot of work. :/ This is something id really like to see though. If you need any help I don't mind stepping in as an advisor on how any of the systems could be coded, but I can't dedicate any more than that.. As I have this unhealthy obsession with projects I start. I'll end up prioritizing it over other things that need to be done.
I've started work on the map already, but I can only get as far as a mock-up. I'm already stumped on how to get a good random card draw system going. I've got a ton of ideas, and pages of stuff written down for this, but I can't wrap my head around the technical aspects.
The main problem for this for me would be how would you make the UI. Not really the triggers, but how would you manage the stuff to fit on the screen and look good at same time.
I would like to see a picture of what you plan on doing with the UI before proceeding further (the text in cards shouldng be small IMO and there should be several cards on the screen without giving away complex look).
Im not really 100% happy with my current card game UI. but I had to go with it tought, since I cannot use abilities via dialogs (or change the cursor to look like you would cast a spell)....
So before proceeding, think about how you want the game to look (Ill try to help you with triggers and stuff probly, I just want to see a picture first...)
Easy part. If you need a deck of 50 cards:
-pick each integer between 1 and 50 (let's call it A) and do : pick random integer (let's call it B) between 1 and 50
-set the value "picked integer A" of an array (size: 50) to "random value B"
I have a system in my current project that does something really close to this, but each card is unique (which is not the case in MtG, because of lands and all that...). It works the same way and is totally bug-free. Maybe I'll send some screenshots later to show you in details how it's done.
To actually define the deck content, you also need to create a trigger with a huuuuuuuge switch that will assign parameters (card color, type, name, etc...) depending on the value of your array fields. The boring part is to actually define the 50 cards and which parameter(s) they have. But once it's done, you can refer to your array for pretty much everything related to picking the card, giving them to a player, applying their power in game, etc...
Anyway, so far on my board game project, I have something like 60-70 arrays (half of them using multiple arrays actually, because each power/unit/etc is unique and I need to check which player have which card in hand with which power, when and in which state...). I can't even imagine the mess it will be to do something similar, taking each parameter from the MtG gameplay into account... Card color, mana cost, card name, card picture?, card type, properties (flying, initiative, summon sickness, attack/block state... there's at least a dozen of these!), attack/defense. It's a lot, especially because each of these parameters can interact with each other. IMO, you shouldn't do a real-time game using the MtG rules. It's not fitting at all, and if you want any proof of how lame a real-time MtG is, just check their PC game which used the Unreal Engine. It was a huge mess and the gameplay was not fun at all.