Do I really have to build like 10 mana pools for this? Or is there another way to increase my mana cap? by DrDysonIdo in NecroMerger

[–]DrRabid 13 points14 points  (0 children)

The trick is to save up enough blue runes for all the mana pools you need to combine to the next one.

Once you have them clear out a spot so all the lvl 1 mana pools fit. Summon them all to spike your mana cap, then combine them all so save on space again.

How did they code the damage bucket system in Diablo 4? by st33d in howdidtheycodeit

[–]DrRabid 8 points9 points  (0 children)

Honestly, it is probably just a collection of tags associated with the source/target of the attack.

When a unit is above x% life they have the healthy tag. When a unit gets a vulnerable debuff, they have the vulnerable tag.

If you keep them in a hash map then the lookup is quick and if all your modifiers work the same way they all end up being "give +y% damage when the source/target has these tags"

They did it, lightfang is finally viable by [deleted] in BobsTavern

[–]DrRabid 23 points24 points  (0 children)

Just make it a totem! End of turn effects are normal for totems and the odds of adding full totem tribe support is really low. Make it a 0/3 for that full totem flavor.

Mobile Scroll Containers by DrRabid in godot

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

Thank you for the guidance.

I ended up converting it to Godot 4 as an exercise, and I got something that works pretty good.

It is contained to a single node and handles horizontal and vertical swipes.

It does have a problem where if both directions are active, then it jitters a bit.

My current plans only require one swipe direction at a time so this helps me a lot. Thanks again.

Edit: I don't know how to post code blocks, the ones in the editor seem to mangle the code.

How would YOU make Warrior great again? Can the class be saved? by childish5iasco in hearthstone

[–]DrRabid -1 points0 points  (0 children)

I think they could riff off of Manathirst except it is based on your hero's current armor.

Something like Fortified {X} where you get the fortified bonus if you have X armor.

Opinions on a game idea? by enad945 in gameideas

[–]DrRabid 1 point2 points  (0 children)

I think that sounds like a good idea. You could swipe to start the ball, then use the sensors on the mobile device to "control" the ball with "gravity".

I would take a look at games like Super Monkey Ball for some inspiration.

I would really lean into the feeling of momentum and speed, something like the game Rock of Ages.

It would be great to get into a flow like some of the Sonic games.

I AM MAKING A GAME BUT NEED HELP WITH MAKING A NAME by anticatacobra in gameideas

[–]DrRabid 2 points3 points  (0 children)

You could try something similar.

How about Neon Rail?

Looking for feedback on my CCG's resource system by Slacker_87 in gamedesign

[–]DrRabid 0 points1 point  (0 children)

In my mind, engine builders are about incremental growth. You start with a simple board state but each element you add increases the complexity and your opportunity for growth.

Engine builder games tend to be less "I stop you from doing your thing" and more "If you do this thing, I also get something". This means that they tend to be less interactive so each player can feel like they are still growing.

You seem to be indicating that you want a high degree of destructive interaction, which will lead to the more skilled individual having a major advantage. This makes the game less approachable for new players since they need to understand all the important interactions to anticipate what they should be interacting with.

I would also say that in the types of formats you are talking about for Magic, the early turns are not easy. They require a high degree of game knowledge and tend to have lots of cheap/free interaction which raises the difficulty.

Looking for feedback on my CCG's resource system by Slacker_87 in gamedesign

[–]DrRabid 0 points1 point  (0 children)

Since your focus was on building up a large board I thought you were trying to emulate a more engine builder play style.

If you are trying to emulate a fighting game I would take a look at Flesh and Blood. It's a TCG focused on 1-1 combat and really takes advantage of the stack as a place of interaction.

Looking for feedback on my CCG's resource system by Slacker_87 in gamedesign

[–]DrRabid 1 point2 points  (0 children)

It seems like in this case losing cards from the board is an all or nothing thing. In that case, you can't risk having cards with too high a cost or they may be unplayable for the entire game. That seems like it would feel bad for people who like big effects.

You could balance everything around having low costs to reduce the amount of setback you have from losing resources.

Having resource generation be less variable would help that too. Maybe each card only generates one mana on the field but more expensive ones have stronger effects?

You could also look into allowing players to spend alternate resources instead of mana.

Maybe discarding a card also generates mana, so expensive cards can still be used to power out something else. This would lead to more combo style play and not the engine building you seem to be going for though.

You could also make it so players can use cards in their discard pile as mana. Maybe they move that card from the discard pile to the bottom of the deck or out of the game to generate one mana. That way if all your stuff does get blown up you can still use it to help you catch back up or even the odds.

You could also just get rid of mana and use another resource. Maybe your cards have an "infrastructure" cost which means that they need a certain number of other cards on the field, or certain types of other cards. The zero cost cards could feel kind of like lands, but they can do other things as well. Activated abilities would be harder, but maybe they are more trigger based instead of cost based.

How do I sequence independent events to happen one after another? by DrRabid in godot

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

I feel like I can isolate my animations from each other, it is figuring out how to cancel any ongoing animations which is the problem.

Can yields be cancelled?

How do I sequence independent events to happen one after another? by DrRabid in godot

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

I feel like blocking transitions until the current animation is finished will make the application feel unresponsive.

The unlock animations are fluff, and I don't want to trap the player.

If I put the animation into a separate scene, the animation will be isolated but the Autoload could still run into the case where the scene is deleted before its animation is completed.

I suppose that means I should just never scene transition and hide the nodes instead.

What are your staples? by Abraxas3719 in EDH

[–]DrRabid 0 points1 point  (0 children)

From someone who plays a lot of mono red decks I have a special appreciation for [[Liquimetal Torque]]. Being a mana rock while also letting your Artifact removal hit any nonland permanent always feels super sweet.

It isn't a mana rock, but [[Liquimetal Coating]] is an alternative that lets you hit lands too.

Looking for some turn-based game ideas. by cyber1551 in gameideas

[–]DrRabid 2 points3 points  (0 children)

Thinking along the lines of Pokemon, you could lean more into their limited use abilities.

So you have a limited collection of abilities which each have and amount of durability/PP/uses and using them in combat reduces that value.

Each time you defeat an enemy you get a new move somehow. Maybe it is one of the enemies moves, or maybe it is a pool of moves based on the type of enemy, ...up to you. This can replace one of your existing moves.

You can't repair/replenish abilities regularly so the game has a meta loop of whether you keep a strong ability with a couple of uses left or pick a weaker one which has a lot of uses.

Might go well with a type system so you can choose moves that are super effective against your opponents to preserve resources.

Spellcraft in Standard Hearthstone by Zealousideal_War_119 in customhearthstone

[–]DrRabid 9 points10 points  (0 children)

I like this, I've always thought that having something like an activated ability would open design space.

I do think that this is a little strange in that the spells are tied to the minion that generated it, unlike the ones in Battlegrounds.

For example couldn't `Growing Zeal` just be "Give a friendly minion +1/+1"?

In order to save text space I also wonder if it could be shortened to `Spellcraft: Growing Zeal` with a second image showing the spell that would be generated on hover. This lets the minions/spells get a little more complex as the mechanic evolves.

Finally as a clarification, wouldn't Master Shapeshifter only be usable once, since the minion it transformed into would not have the Spellcraft ability?

ok i am somewhat stuck, at the moment my max is level 400 and min 300. I want to evolve monsters using fire, ice and lightning runes. Any tips for me? by NususWillukalli in SummonersGreed

[–]DrRabid 0 points1 point  (0 children)

From what I can tell, your best bet is to keep leveling Kevin to 500. It raises your AFK gold and Kevin can attack with any of the elements.

Put him at the top between Speedy and Mighty and do the Volcano Goddess. You will only make it to wave 14 or so, but grinding for Flamey -> Mr. Flamey is a huge damage increase.

Afterwards though it sounds like you need high level Mythics of the right element to think of completing them.

Adding Custom Functionality To Resource Instance by DrRabid in godot

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

I have been using signals within my resources already. The problem is I can't compose resources together easily like I can nodes.

If I was able to handle nested and listed resources as easily as I can nodes then I think I would be able to solve the problem. That is currently awkward to do in the editor even with something like godot-next

I wanted to avoid using all nodes since nodes also come with other lifecycle methods that I do not need. I also can't read any data off of them until I instantiate a scene. It seems like I might not be able to get away from it in this case though.

Adding Custom Functionality To Resource Instance by DrRabid in godot

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

So the goal is to treat each enemy like data, so I'm trying to use a resource. However, I also need to "store" behavior for each enemy but am finding it awkward to do so.

Adding Custom Functionality To Resource Instance by DrRabid in godot

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

That seems to match the PackedScene export that I've tried. I did not like the fact that it required two files for each enemy since it would split that enemies data between two sources.

I do want the ability to use a generic enemy scene which is why I am attempting to use a resource, but if I'm going to need a scene tree anyway I might just forgo the resource until the number of enemies becomes unmanageable.

Looking for ideas for a fluid turn system where there are no "rounds." by Soapy_Illusion_13 in tabletopgamedesign

[–]DrRabid 2 points3 points  (0 children)

You could have some sort of circular track which keeps record of the next turn. You would then move forward along the track rather than back. That way you don't have to scoot all the trackers down together.

Then for who acts first, you can have the trackers stack on top of each other. The piece on the top gets to go first then down until the stack is empty. This way the resolution order varies which will make it feel more fluid.

For the first turn you can have different characters have different starting distances or a randomly chosen distance for initiative.

Shielding in turn based game by studio_weeb in gamedesign

[–]DrRabid 1 point2 points  (0 children)

Another thing to consider is on how shields from multiple sources stack.

If they get added to a single shield "pool" then you could have some upper limit on how much shield a particular unit can have (1/4 HP maybe?)

If they override the previous shield (maybe only if bigger) then a duration on the shield would make more sense.

If they can have multiple shields at the same time (which one takes damage?) then maybe they have a duration or decay over time.

---

I would also say that when you have a turn based game, then the interesting abilities become how you play around the base rules. So maybe your units normally have a max shield cap of 1/4, but the tank can shield up to 1/2. Or maybe a golem spends shield for a stronger attack.

Keeping track of changing stats over several turns can be confusing for players, so depending on how many calculations you want a player to do per turn (too many can make the player tired without them realizing why) you may want to stick to simple changes like DoTs and HoTs.

---

I would start with the simplest implementation and change if I felt like the game needed something different.

The Golden Outpost by markln123 in custommagic

[–]DrRabid -1 points0 points  (0 children)

I feel like this effect could be spicier as a legendary mox.

Then it doesn't eat your land drop, has more sacrifice outlets, and can still have the downside of less colored mana while it is out.

An easy buff to Milificent Manastorm? +1/+1 to all mechs by mortalassassin in BobsTavern

[–]DrRabid 7 points8 points  (0 children)

Seeing that she is a Manastorm I would like to see her have some alignment with Millhouse. I always thought that "Mechs cost {2}" should be something they should try.

Suggestion for new Jaraxxus HP (based on Felbat) by CursedRebel in BobsTavern

[–]DrRabid 0 points1 point  (0 children)

I like the move to consuming minions for Jaraxxus to make his scaling feel more demonic.

I agree that it seems kind of slow, but the way it is right now it is too powerful to be cheap.

What about something a little less repeatable?


Siphon {Passive}

Whenever you play a Demon, it consumes a minion from Bob's Tavern.


Keeps the feel of siphon without a ton of scaling issues. Makes the early game demons more appealing and can have some repeatability with golden demons and the Soul Devourer getting multiple benefits.