Ian Fung wrote:
ok, that's sounds good. i didnt know you were planning to roll out a
new game. i just thought we were trying to get people to use DotGNU.
if
you want to be ambitious, you have my full support. if you want any
help with the process, i'm offering my assistance. back in the day i
was really into CCG's.
alias
Thanks. I've attached my current codebase, the most interesting part
is the doc
directory where most of the rules are stored. I also did some coding,
mainly
data containment and helper classes, no real action code yet.
Anyway I was thinking across the following lines for the code:
* The whole game and rules logic is put into one module.
* Interface and networking code is put in another.
The basic idea behind that setup is to make reuse of the game engine
easier. For
example: the game could be released in 2 editions: a webservice
version and a
frontended version for the DotGNU Jabber Client.
I personally think the aignments system is a little better than that
of Magic,
for a beginning Magic player it's often not really clear what's the
difference
between for example Red and Green. The differences between Bear
(powerplay) and
Fox (trickery) are evidential however and it's the same with Leopard
and Turtle.
There is also little confusion possible between for example Fox and
Turtle,
since Fox is about trickery and Turtle about durability.
What do you think about this?
Greetings,
Peter
PS: You don't happen to know a good name for the game, do you?
DotGNU-TCG is a
little boring.<dgtcg.tar.gz>