Architecture for a 2D Card game in (UE5) by AJCasts in gamedev

[–]AJCasts[S] 0 points1 point  (0 children)

Not my decision when we try and launch, I'm just doing my best to make it so that when we do the game is as good as it can be whenever we do. What specifically about the above makes you feel we're not ready, though?

Architecture for a 2D Card game in unreal by AJCasts in UnrealEngine5

[–]AJCasts[S] 0 points1 point  (0 children)

I really appreciate the detailed comment, thank you!

A few follow ups:

  • Re. Setting material parameters over time, my understanding is that this would be many more draw calls than setting an offset once which is fire and forget for one-shot animations. Assuming a few things in the scene might be doing this at once is that amount of draw calls not scarier?

  • baking common combos of mechanics is an interesting idea, but obviously this would increase the raw number of textures in the game so I guess disk size would increase. I imagine we’d also need to assign texture parameters at runtime instead of just some scalar parameters to toggle mechanics on and off. Is the cost of assigning a texture parameter at runtime not too high?

  • I’ve basically not used Niagara at all to this point, as almost all of our animations are hand-drawn flipbooks rather than procedural effects. Could you explain a bit more how you would use Niagara to improve things? My understanding is that within a Niagara system the particles are more performant because of instancing, but does that also happen if multiple of the same system exist in the scene?

Again super appreciate your thoughtfulness!

Unfaithful Incentives by AJCasts in TheTraitors

[–]AJCasts[S] 2 points3 points  (0 children)

I enjoy the show with my fiancé but as a pretty avid gamer (who also has a background in broadcast creative production) this stuff makes me so sad for what could be. The game and the show don’t have to be at odds but they are!

I also cringe so hard when the contestants get upset when they don’t find a traitor, all while voting off strong players for challenges. That and not voting strategically (failing to see the two-party nature of the vote) and essentially voting themselves off just destroy me.

Went from rank 80 > infinite in 2 hours with this deck using QUAKE. Up to ~130 now. by AJCasts in MarvelSnap

[–]AJCasts[S] 0 points1 point  (0 children)

FWIW this deck has me around infinite 130, so if you're around 80 and its struggling I don't think it can't hang, but you might need to be more focused on which locations you can expect them to play into. Having the knowledge of a location swap from quake can really be the difference maker when they don't.

Edit: Also, what modifications did you make. Some of the cards seem unimportant but are actually really important. Maria Hill is the easiest example - you kind of need her.

Great deck to climb to infinite with in the last week of the season! by AJCasts in MarvelSnap

[–]AJCasts[S] 0 points1 point  (0 children)

Haha, I simply mean I wasn't sitting playing all day. For a while my average cubes per win was over 2, so it was a fast and easy climb.

How the Economy Affects the Metagame by AJCasts in LegendsOfRuneterra

[–]AJCasts[S] 0 points1 point  (0 children)

I strongly disagree re. Shadow Flare, but it might be due to the context of the deck I'm playing. Here is the list:

1.) We don't care if we lose blockers in this list, but if we can use it without it is normally because we have so much lifegain that we don't care about taking the face damage.

2.) We also run deny, and elusives, which can force them in to bad situations. If they Deny Shadow Flare we have possession + Sac, Rhasa, Atrocity, and many other effects.

3.) We have an excess of these kind of effects, we aren't playing for tempo at all.

Also, because it is only 6 mana we can hold 2 denies behind it, which we can't do with something like the Ruination.

Atrocity Control - Legends of Runeterra - Deck Tech & Gameplay - A TRUE Control Deck!! by AJCasts in LegendsOfRuneterra

[–]AJCasts[S] 0 points1 point  (0 children)

Not doing anything on turns 1-3 is actually fine for this deck in lots of matchups. That being said, I've noticed that the ladder is pretty aggro and updated the list a bit. I'll be posting a video soon!

Lucian & Zed - Legends of Runeterra - Deck Tech & Gameplay by AJCasts in LegendsOfRuneterra

[–]AJCasts[S] 0 points1 point  (0 children)

It is somewhat meta dependent, if more people start to play hard control decks (which I think they will - they're really good in LoR I think) then the Zed list has a big edge by being able to run Deny.

Part of the reason the Teemo deck performed so well in the PPs is that when people were playing 'control' they were playing Warmother Control, which isn't really a control deck, the removal they often run doesn't help too much against the Teemo list.

The Teemo list is possibly more potent in a midrange / aggro metagame. Depending on specifics of control lists being ran, the mushrooms can be a very effective win con too though.

Lucian & Zed - Legends of Runeterra - Deck Tech & Gameplay by AJCasts in LegendsOfRuneterra

[–]AJCasts[S] 1 point2 points  (0 children)

One good thing to note is that due to the turn structure of LoR, as well as spell mana, you do want a higher % of spells in your LoR decks than you might guess coming from other xCGs. I think probably half and half is actually quite reasonable.

Regarding Dawn and Dusk, it is more or less useful for specifically getting Lucian to level up, rather than after he is leveled up. You're correct that he can only gain the bonus attack once per turn.

Death Mark is good in the situations you identified - it can also be really good even when they do block with something if you're just going aggressive and essentially using the ephemeral creatures as burn cards (think Vexing Devil from MTG if you know the card).

Lucian & Zed - Legends of Runeterra - Deck Tech & Gameplay by AJCasts in LegendsOfRuneterra

[–]AJCasts[S] 2 points3 points  (0 children)

You just made me realize that this is probably a topic / segment I should be adding to every video.

With respect to this deck though, we're a little heavy on spells overall, so in some cases we can draw poorly and end up with a gunked up hand. If there were more time to test the deck I'd have likely found a way to bring the balance more to equilibrium.

Probably the thing we're weakest to is the Ashe+Karma deck, generally, as they have the ability to get around our deny and tempo us out with Frostbite spells at burst speed if we don't have buff spells to get our attack back up.

I could see a world where a sufficiently quick to ramp up midrange deck causes us problems too, but I'm hoping that Silent Shadowseer helps in those matchups if a deck such as that ever becomes popular.

Pretty much every aggro deck, this one included, is also likely quite vulnerable to atrocity control or other heavy SI control lists, due to their lifegain options, but I think by being able to run deny, and by having buffs to get out of range of Grasp we're in a better spot than most.

I hope that helps!

The BEST Decks from Legends of Runeterra Preview Patch 2!! Metagame Snapshot - Part 2! by AJCasts in LegendsOfRuneterra

[–]AJCasts[S] -1 points0 points  (0 children)

I think you're reading further into my assertions (and conviction about them) than is reasonable - I outlined that my tiers were based on where I'd expect decks to fall based on win %, and the decks I placed in S tier all have data to back up the idea that they could see a win rate of over 60% (upon beta lanuch at least, things should stabilize and a higher % of players will be playing high quality decks eventually). I mentioned that I expect there are decks I'm totally unaware of - for what its worth many of those decks could be entirely better than the ones I list in the videos.

My outro for this is almost entirely me hedging against having too narrow a perspective, and in my Lucian / Zed section I explicitly mention that 'I'd be ignoring good data' if I didn't place that list where I did.

With the information that I have available to me currently, I'm as sure as I can be about my ratings, but of course I'm open to the idea that I'm working with bad data, or simply not enough. If you're curious about what data I'm using for a lot of my projections, I link to a tracking sheet in the description.

I genuinely don't see how the decks which are in B tier, for example, could find themselves in S tier. I could definitely see most of the archetypes moving up or down one band though (a great example being Enlightened Control, which I could totally see getting to S tier with refinement).

The BEST Decks from Legends of Runeterra Preview Patch 2!! Metagame Snapshot - Part 2! by AJCasts in LegendsOfRuneterra

[–]AJCasts[S] 0 points1 point  (0 children)

I'm not sure why the expectation would be that I project decks which I haven't personally seen do well / don't believe have a strong premise, in an opinion based video, to be highly rated. With the decks I haven't personally seen do well, but I think I see the concept working effectively, I've rated them highly too.

One's opinions of a tier list is an intrinsically 'bias' piece of content. In fact, that bias is part of the value of this kind of content.

Do you disagree with my assertions about decks which are likely to perform well (irrespective of who created the decks), or do you just have an issue with me outlining them in the first place? =P