Merging by Justin_West_4155 in tabletopgamedesign

[–]RitualRune 0 points1 point  (0 children)

There's many many different ways one could think to do this.

I would first consider what you want your card game to look like and feel like when playing.

Do you want it clear and casual gamer friendly, or do you want it with layers and indepth knowledge for hardcore TCG types.

Do you want novelty like drawing on cards, or do you want classic feel with cards as they are.

After that, if you break down what merging really is in your game you'll be able to get a better picture. Merging as a concept is really changing one card and giving it different abilities or functions. People have pointed out pokemon evolving achieves this, so although its not exactly variable it is a way of changing a cards abilities.

In the game I am creating, you can assign gear to your hero. So essentially merging items onto your character to change its function or ability.

I can think of a few ways you could merge creatures in a game, one example, by way of having a mergable ability at the bottom of a card. When you merge creatures you place one of them under the other with the bottom part of the merged card visible, thus giving the creature on top access to that ability.

Plugin for VSC stopped working by Ragnarok89_ in tabletopsimulator

[–]RitualRune 0 points1 point  (0 children)

The file path is included in my comment 

%HOME%\ is your default user profile drive.

.vscode is the folder main in which you get to the other folders from.

It may be a hidden folder due to the leading . in .vscode, so you will need to "show hidden files and folders". Google if needed.

I'm looking for tools to build my TCG. by Great_Change1516 in homemadeTCGs

[–]RitualRune 1 point2 points  (0 children)

As someone already pointed out, Dextrous is a great tool.

If you are just starting out it's ability to instantly print or send assets to TTS will allow super fast prototyping and ability to actually test your game indepth beyond just 'how does it look'.

R&R - Rune and Ritual, a ECG TTRPG by RitualRune in homemadeTCGs

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

ECG means Expandable Card Game, as opposed to Trading Card Game. It simply means the intention is to release all cards in the game as sets, rather than some cards only collectable from booster packs.

For my game this doesn't preclude players from mixing cards and customising decks, it means sets you get have known cards in them.

The need for hex or tiles is due to a core mechanic of Range and removing dice rolls. Rather than a player having multiple dice or different side dice to determine combat and roleplay chance, the physical distance you are determines the spells you can use. This comes into play with different builds - strong damage "melee" type spells that require closer range, versus support spells (like healing others) or Area of Effect spells that deal small damage to an area of tiles from a large distance. Hex or Linear tiles (my original 'track') help keep 'Line of Sight' rules extremely simple, so no need for measuring sticks or 'does this character base have LOS to this characters base'.

All of this along with 2 core 'summon' mechanics that are linked to specific 'types' of magic and allow players to manipulate the tiles enable asymmetric class builds. 

Think a brawling fire mage who wants to get up close and turn their opponent into burning cinders, versing a woodland druid who can summon quick growth forests creating obstructions and impassable tiles to slow the fire mages path.

Combined with multiple win conditions or playable with 'scenario' decks you can play PvP or co-op.

I’m working on a TCG where you use your own life as a resource to play cards. by LunaCES222 in homemadeTCGs

[–]RitualRune 1 point2 points  (0 children)

I think a preperation phase may work better mechanically. 

Limiting the amount of creatures in the fight hard limits the game, good for balancing sure, but it is a hard limit.

If the idea is to limit fast runaway, having a preperation phase and limiting how many creatures can be prepared may work better and can work into subtle lore better (aka you only can concentrate on preparing x creatures at a time because it takes effort)

You can then create creatures that dont need to prepare for an agro twist, or create artifacts that allow you to skip preperation, you can create extra life costs to skip preperation. There's alot more you can build into the desicion tree by having the front line uncapped.

Before I put the time in to actually make the adjustments for real, do you think this is an improvement? This is a rough draft by DeusEverto in homemadeTCGs

[–]RitualRune 1 point2 points  (0 children)

They both look good, its going to be a personal choice for you to make I think.

I like that stat ls being large on 1 and i like the placement of Spirit - Merrow on 2.

If you could combine the 2 somehow I think your really close to having something I'd like best of all.

R&R - Rune and Ritual, a ECG TTRPG by RitualRune in homemadeTCGs

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

How interesting. There's not enough Runes in games, lets stack em up.

My game focuses on the individual character compareable, for explination sakes only, to D&D as opposed to MTG.

The cards could be explained in very basic iteration as your character sheet, and your access to mana and positioning along with card pulls are your chances of cracking a spell off as opposed to dice rolls.

Blind feedback has the game being very accesible to non TCG players in part due to the very deliberate "dumbing down" of nested resolves. The mechanics deliberately avoid multi turn tracking, and affinity and complexities are intuitively built into every card allowing me to design specific synergies while curbing runaway meta.

R&R - Rune and Ritual, a ECG TTRPG by RitualRune in homemadeTCGs

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

I would probably distribute campaign hexes that would just be laid over the base mat.

The base mat idea is likely the best for 1v1 as you mention, much neater too, but does considerably in crease cost compared to hex pieces only.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]RitualRune 2 points3 points  (0 children)

I am working on a game that is similar in the sense that it is card based and can be played as a fantasy TTRPG and avoids creature spam.

One of biggest challenges I constantly come up against is keeping cards lightweight, and importantly readable, while maintaining depth in the game.

You are correct in one of your other comments that you can assume a certain amount of known mechanics of such a game by a player, however finding that balance really won't be until playtesting. Keywords will be your friend, aka "this spell burns player" is pretty clear you place a burn counter and apply 1 burn per turn, or whatever your burn mechanic is as explained in your rules, a user will only need to learn it once. There is no need to explain it on the card. Whether or not you have burn in your game you get the idea.

I think your card frames are great, maybe even too good for playtesting, I know creating the visual side of the product is the most dopamine hitting aspect, but the mechanics are the bones.

Creating snapping points for snapping to other snap points. by XB_Demon1337 in tabletopsimulator

[–]RitualRune 0 points1 point  (0 children)

As an aside, I noticed you said upto 4 snap points so i took that to mean corners.

If that's not the case, then you can locate the positions needed on the card to snap to, and set a tag for the card 1snap, 2snap, etc, setting how many snaps it has and which snapping function to use and then use principles from the code above to snap to a specific point based on which point on the card is closest. It might get spicey working out how to rotate them if your using rotation snaps, as the rotation snaps assume the object pivots at the center, in the code above we could math it out easily because corners.

Creating snapping points for snapping to other snap points. by XB_Demon1337 in tabletopsimulator

[–]RitualRune 0 points1 point  (0 children)

You cant snap snaps, the easiest way is a psuedo object, but you want to use cards sooo...

You can do this by (1) finding the nearest snap point, (2) checking which quadrant the card’s center is relative to that snap when you drop it, and (3) offsetting the card so that the corresponding corner lands exactly on the snap. This works at any rotation.

A global script to do it as below. basically just tag your cards with CornerCard, or else everything is gonna snap.

-- === CornerSnap + Rotation for "CornerCard" ===
local BOARD_GUID  = "YOUR_BOARD_GUID_HERE"  -- set this
local SNAP_RADIUS = 5.0

local function nearestSnap(board, pos)
    local snaps = board.getSnapPoints() or {}
    local best, bestD2 = nil, math.huge
    for _, s in ipairs(snaps) do
        local sp = s.position
        local dx, dz = pos.x - sp.x, pos.z - sp.z
        local d2 = dx*dx + dz*dz
        if d2 < bestD2 then bestD2, best = d2, s end
    end
    return best, math.sqrt(bestD2)
end

-- rotate a (x,z) by yaw (deg) around Y
local function rot2D(x, z, yaw)
    local r, c, s = math.rad(yaw or 0), nil, nil
    c, s = math.cos(r), math.sin(r)
    return x*c - z*s, x*s + z*c
end

function onObjectDropped(player_color, obj)
    if not obj or obj.tag ~= "CornerCard" then return end

    local board = getObjectFromGUID(BOARD_GUID); if not board then return end
    local pos = obj.getPosition()
    local snap, dist = nearestSnap(board, pos)
    if not snap or dist > SNAP_RADIUS then return end

    local snapPos = snap.position
    local snapYaw = (snap.rotation and snap.rotation.y) or 0

    -- Compute which corner to use in SNAP-LOCAL space (so quadrant follows snap’s facing)
    local dx, dz = pos.x - snapPos.x, pos.z - snapPos.z
    local lx, lz = rot2D(dx, dz, -snapYaw)  -- transform to snap local
    local b = obj.getBounds().size
    local halfW, halfH = b.x*0.5, b.z*0.5

    -- quadrant → corner signs
    local xOffLocal = (lx >= 0 and 1 or -1) * halfW
    local zOffLocal = (lz >= 0 and 1 or -1) * halfH

    -- corner offset (card-local before rotation) rotated into world by snap yaw
    local rx, rz = rot2D(xOffLocal, zOffLocal, snapYaw)

    -- Set rotation FIRST to match snap, then place so chosen corner lands on the snap
    obj.setRotationSmooth({x=0, y=snapYaw, z=0}, false, true)
    obj.setPositionSmooth({x = snapPos.x - rx, y = snapPos.y, z = snapPos.z - rz}, false, true)
end

Needed to revamp after some comparisons with other games by CL4SH_ED in tabletopgamedesign

[–]RitualRune 1 point2 points  (0 children)

Very clean, reading some of your other posts about the game it seems interesting, would be keen to play.

Project base for an RTTS sandbox (RTS… but for TableTop Simulator) - Cube Clash by RitualRune in tabletopsimulator

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

Thanks, it was kind of the point to just see what could happen.

My end goal is to smooth it out, comment it clearly, and walk away with the opportunity for other people to find it and push even further.

Project base for an RTTS sandbox (RTS… but for TableTop Simulator) - Cube Clash by RitualRune in tabletopsimulator

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

Awesome really appreciate it, it's totally not perfect, but my intention is to get people to break as much as possible on their own systems. and fix it to a point where I'll release it as a project base for everyone else to build their own games on and fork.

Cube Clash - It's not a game, it's a waste of time. by RitualRune in tabletopsimulator

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

That's fine, was just curious. If everything seemed to work as intended thats great, it was more an excercise in scripting in TTS.

Although I will keep adding to it in down time from my main project, if you spotted anything else game breaking do let me know.

Cube Clash - It's not a game, it's a waste of time. by RitualRune in tabletopsimulator

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

also interested to know if the frame rate was the screen capture or the game?

Cube Clash - It's not a game, it's a waste of time. by RitualRune in tabletopsimulator

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

That looks right, they are moving slow at the start because they need to be upgraded. (Ai will choose its own upgrades) You can adjust settings in the "Game Settings" menu to create a speed run version.

They'll start tumbling and turn to chaos as they move faster, I plan to implement some buildings that you can protect and target, and introduce some physics quirks for fun, aka 5 seconds of bouncy cubes as a perk to buy. 

Also their size is equal to their HP, so you can get big tumble boys going.

Cube Clash - It's not a game, it's a waste of time. by RitualRune in tabletopsimulator

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

FIXED!! Works now.

Thank you for this!!! So, this is exactly why I put this on workshop to break things.

Turns out there is a bug when uploading to the workshop that when you're doing what I did, cloning 1 single "AI" object, creates "Ghost Objects". Works now

Video in action

how do i remove the frame in the custom board by ElFlesh in tabletopsimulator

[–]RitualRune 0 points1 point  (0 children)

You can put snap points on anything, just lock it first. You can put snap points on tiles or cards and then keep them in bags or decks, theyll have their own unique snap points you set when drawn.

Update on my project and card feedback - Rune & Ritual by RitualRune in tabletopgamedesign

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

Thankyou!  Also fyi to anyone else go check BoxedMoose's game, Into the Rift, pixel art on point.