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Offline Fippe94

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132474#msg1132474
« Reply #552 on: April 09, 2014, 07:00:07 pm »
I can just add it in the game, you know :)
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Offline OdinVanguard

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132475#msg1132475
« Reply #553 on: April 09, 2014, 07:12:42 pm »
I can just add it in the game, you know :)
That works too! (you should have full access to the git fork I made if needed)

rewards from completing a questline will be added, the current quest is basically there only to test/show the system.
Looking through the coding in ui.main, it looks like adding quest rewards would just require adding a branch to the appropriate spot in the "startMatch" function... maybe a card code array could be used to store reward codes for each quest.  This would just get fed into game.cardreward correct?
« Last Edit: April 09, 2014, 07:14:25 pm by OdinVanguard »
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Offline Fippe94

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132476#msg1132476
« Reply #554 on: April 09, 2014, 07:27:48 pm »
Better to add questrewards inside the mkQuestAi function, similar to how stuff like wintext works.
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Offline ColorlessGreen

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132477#msg1132477
« Reply #555 on: April 09, 2014, 07:41:50 pm »
Regarding quest rewards and late-game pve content in general, I would personally recommend having (quite a few) early-game quests that provide bonus packs/cash/etc, and having late-game content provide aesthetic boosts and other prestige effects that don't have any impact on gameplay. Examples are "foil" versions of normal cards, alternate card art (assuming we hit a point where we have enough art), alternate card backs, alternate playing field backgrounds, achievements listed on an account profile, etc. This gives the people who like playing a long pve game and/or who like having the prestige stuff something to do, while not requiring that people who are only interested in pvp grind a million years to have a strong card pool. Aesthetic/prestige stuff could be handled either via having it be direct rewards for certain quests/cheevos (i.e. complete this long late-game questline, get a pretty new playing field), as well as by having an aesthetic "shop" where you can purchase aesthetic boosts for large chunks of gold.

Offline Chapuz

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132480#msg1132480
« Reply #556 on: April 09, 2014, 09:06:13 pm »
Note for quests: they must NOT be "defeat this AI 10000 times", it must be something you must be proud of, like "defeat this super AI without using permanents except pillars and pendulums", "defeat this AI deck with a deck with no pillars or pendulums", or "defeat this AI using any copies of a single creature", etc.
« Last Edit: April 09, 2014, 09:08:10 pm by Chapuz »
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Offline ColorlessGreen

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132481#msg1132481
« Reply #557 on: April 09, 2014, 09:09:10 pm »
Porque no los dos?

Offline Fippe94

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132483#msg1132483
« Reply #558 on: April 09, 2014, 09:11:54 pm »
Note for quests: they must NOT be "defeat this AI 10000 times", it must be something you must be proud of, like "defeat this super AI without using permanents except pillars and pendulums", "defeat this AI deck with a deck with no pillars or pendulums", or "defeat this AI using any copies of a single creature", etc.
I assume you are talking more about achievements. Quests are something different. Try it ingame if you haven't already.
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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132490#msg1132490
« Reply #559 on: April 09, 2014, 10:14:24 pm »
Well, implementing touch wont be as easy as I hoped it would be. Im still going to keep looking at it, but it wont be as soon as I was hoping unfortunately.
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Offline OdinVanguard

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132491#msg1132491
« Reply #560 on: April 09, 2014, 10:18:32 pm »
Is it possible to give multi-draw to AI players yet (ie. let it draw more than 1 card per turn)... I see that multi-decking is available but I cant find a way to do give more draw power.

Note for quests: they must NOT be "defeat this AI 10000 times", it must be something you must be proud of, like "defeat this super AI without using permanents except pillars and pendulums", "defeat this AI deck with a deck with no pillars or pendulums", or "defeat this AI using any copies of a single creature", etc.
Forcing special deck rules would be tricky. I think it might be doable, but would require some significant code rewiring.

The simplest thing would be a "card ban list" which would run a filter that spits out "deck invalid for this quest" if the player has any unauthorized cards...

More advanced restriction would be more difficult.

This Might be useful for tournaments come to think of it... making a nice user friendly interface for TO's to use could be a fun feature in the future. But that will probably take quite a bit of coding.

Perhaps in the future I or someone else could write a deck checker script and interface. It would probably take more time than I can give at the moment, however.
« Last Edit: April 09, 2014, 10:38:28 pm by OdinVanguard »
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Offline ColorlessGreen

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132492#msg1132492
« Reply #561 on: April 09, 2014, 10:27:00 pm »
Well, implementing touch wont be as easy as I hoped it would be. Im still going to keep looking at it, but it wont be as soon as I was hoping unfortunately.

Just as a random suggestion for mobile: if you're running into the no-mouseover problem and you don't already have an answer, have the game (when it detects mobile, or possibly just always) add a magnifying glass icon somewhere off to the side of your side of the field that lets you toggle "view" mode. When in view mode, clicking on something triggers the effect a mouseover would have, and either viewing something else or leaving view mode triggers a mouseout.

Offline Chapuz

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132496#msg1132496
« Reply #562 on: April 09, 2014, 11:14:45 pm »
@Odin: think about this: ab 'allowed card list' or 'banned card list' for a quest is all what's needed. "Make this without permanents" is just banning them (yes, one by one and will require updates each time a new permanent is added). A better solution is to iterate all the cards and filter the permanent attribute. It seems this might need different types of conditions for different achievements.
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Offline Daraxyl

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Re: openEtG https://elementscommunity.org/forum/index.php?topic=52763.msg1132497#msg1132497
« Reply #563 on: April 09, 2014, 11:17:53 pm »
Quick suggestions,

In the Upgrade screen, it would be nice to see the upgraded version of the card before we actually upgrade (On mouseover would be great, showing the current card and the upgraded card right next to it)

And for the upgraded Towers, adding the phrase "Gain 3 extra quantum when you play this card" to the card text  (or something similar) would be good.


 

anything
blarg: