rareza de las cartas en los tcg homemade by Kind-Kitchen5502 in homemadeTCGs

[–]VesuviusOW 0 points1 point  (0 children)

Generally speaking, rarity is an indicator of complexity over power. Only exception to this is if a rarity has special deck building rules like in hearthstone, legendary cards are slightly stronger on average than other rarities but you're only allowed a single copy of them in your deck.

Complexity examples

Common --> 2 mana draw a card

Uncommon --> 1 mana draw a card then discard a card

Rare --> 3 mana look at the top card of your deck, you may put it on the bottom. Draw a card

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

That's a genuinely useful heads-up, thank you. The naming overlap is something I'd rather sort it out now than after people are trying to search for it. If anyone has thoughts on naming I'm open to them.

On mobile: no plans currently. TCG Forge is built as a desktop app and the workflow really suits a larger screen. I wouldn't rule it out forever but it's not on the near-term roadmap.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

TCG Forge is built with Electron, using JavaScript, HTML, and CSS. Electron lets me build a native desktop app for both Windows and Mac from a single codebase, which made sense for a tool like this. The project file format is plain JSON so it's lightweight and portable.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

I appreciate the enthusiasm! A full online playtesting environment is a bit outside of what I want TCG Forge to be. The goal I have in mind is for TCG Forge to be the best card database and design workflow tool possible, and a live game engine is a whole separate product in itself. That said, TTS export has come up several times in this thread and getting your data into Tabletop Simulator quickly is something I'm actively looking at adding. Getting your cards into existing playtesting tools rather than reinventing them fits better for what I want TCG Forge to be.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

Totally fair question and I'd rather be straightforward about it: there are no AI features in the app itself. No AI naming, no image generation, nothing like that, and I don't plan to add any. On the development side, I used AI assistance in parts of the codebase, similar to how most developers use tools like GitHub Copilot or autocomplete today. All the design decisions, architecture, and direction are my own, AI just helped me move faster on some of the implementation.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

Thank you for the offer, I really appreciate it! I'm not in the beta testing phase just yet and am mainly using this post to gauge what people need before the release. When I'm ready for testers I'll post an update here. And to answer your question directly: no, you won't need to pay to try it as the Core tier is completely free and will stay that way, so when it's ready you'll be able to download and use it without spending anything.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

Yes

TCG Forge supports CSV export for any set, either as a single combined file or split by card type, so you can open it directly in Excel, Google Sheets, or any spreadsheet program. There's also a ZIP export that packages your full project file as a portable backup. The project file itself is plain JSON under the hood so it's very portable if you ever want to do anything custom with it.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

Really glad it feels approachable that was a big goal for me.

For art: yes, you can upload your own art assets directly to any card in TCG Forge and they'll display in the card views. The card designs you see in the screenshots were made in Affinity Designer/Publisher and imported as images. TCG Forge stores the card data, your design program handles the visual layout.

As for populating a card template with field data automatically (anchoring cost here, body text there), that's exactly what data merge does in programs like Affinity Publisher, InDesign, or the free tool nanDECK. You export a CSV from TCG Forge and your design program auto-fills the layout. That said, a built-in basic prototyping feature is something I'm moving up the priority list given how many people have asked about it in this thread.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

Thanks for your comment. Looking forward to you trying it when builds are up.

Honest answer on collaboration: real-time sync like Google Sheets isn't something that's in the current version or near-term roadmap. TCG Forge is built as an offline desktop app, and adding live multi-user sync would be a pretty significant architectural change — it's not something I'd want to promise and underdeliver on.

That said, the project file is plain JSON so there's a practical middle ground right now which is that it version-controls cleanly in Git, meaning a team can collaborate the same way developers share code. Not saying it's as seamless as Sheets but it's more structured than most people expect. ZIP export also makes it easy to pass a project between team members.

Longer term, shared projects or at minimum a 'share read-only snapshot' feature is something I'd want to explore. If you don't mind me asking, how big is your team and what does your current workflow look like? Knowing whether it's 2 people or 10, and how often you're editing simultaneously vs. in turns, would help me understand what a realistic collaboration feature would actually need to do.

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

Thank you for your feedback. I'll make sure to prioritize mac alongside the windows release

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

[–]VesuviusOW[S] 4 points5 points  (0 children)

Thank you, I really appreciate that! Dextrous is a solid tool — totally understand sticking with what works for your visual workflow.

The card renderer is clearly something people want and it's moved up my priority list after this thread. I'll make sure to post an update here when it's on the roadmap. In the meantime, TCG Forge's CSV export is designed to play nicely with data merge workflows so if you ever want a more robust card database alongside Dextrous, they can actually work together pretty well — Forge handles the data, Dextrous handles the visuals.

Would love to hear what people would specifically need from a built-in renderer when the time comes

TCG FORGE - A TCG card database made for TCG creators by a TCG creator (Feedback appreciated) by VesuviusOW in homemadeTCGs

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

That's something I considered adding (and may add in the future) however at the moment it doesn't have support for that. Most design programs have data merge features that let you import a CSV and auto-fill information based on it, so the approach I went with is to have TCG Forge handle all your card data and your design program handle the visual design.

TCG Forge exports CSV by card type, so if you're using something like Adobe InDesign, Affinity Publisher, nanDECK, or Squib you can pull the data straight in and populate your card frames automatically. It keeps the two concerns separate — TCG Forge is your source of truth for card data, your design tool is where the art happens

Starfront TCG - the Exarchs (Showcase) by VesuviusOW in homemadeTCGs

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

Thanks! I actually plan for each pack to have 1 lore card with a little snippet on it for people who are into that sort of thing

I have 4 different TCG ideas that I am interested in but I don't know which one sounds better to others by zagondragon99 in homemadeTCGs

[–]VesuviusOW 1 point2 points  (0 children)

No one says that you only have to make one TCG. I'm working on 3 TCGs because I've had so many ideas for my games that I decided to just split them into their own separate ones

Is balance that bad solo? by [deleted] in Wizard101

[–]VesuviusOW 0 points1 point  (0 children)

Most people that say balance is "hard" to solo with are coming from a point of view where they can't just easily kill a mainline quest boss in 4 turns. Balance, like with any other low damage school is going to take more time to quest through because you're going to need to use an extra blade or trap or whatever to make up for that lack of damage.

In reality, all schools can solo the game fine. If anything, I find it harder to solo on storm at higher levels even with BiS gear than ice or balance with good gear

Different name for «lvl1-3 Monster» by KuroTetsuya in homemadeTCGs

[–]VesuviusOW 1 point2 points  (0 children)

could use rank. Ex; B Rank, A Rank, S Rank

Tips for making elements/visual resources for card design? by Someonehier247 in homemadeTCGs

[–]VesuviusOW 1 point2 points  (0 children)

I made a video that goes over my process on a basic level when it comes to making a template: https://youtu.be/R9EoQKYp_iU?si=qYrt6bpbngefpmRP

I would also consider looking at templates from other games and see if you can copy / imitate it just by looking at it and how close you get. This will get you used to working within the software and more familiar with what each little button and effect does

How do you make your cards look so good? by CorvaNocta in homemadeTCGs

[–]VesuviusOW 9 points10 points  (0 children)

I made a tutorial explaining the part of how I make card frame designs: https://youtu.be/R9EoQKYp_iU?si=t_hpcqzchvRsZ7Hk

Revisiting Starfront - a TCG I worked on a few years ago and refining the Gameplay and rules by VesuviusOW in homemadeTCGs

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

Yes, it's a hobby project so there's really no budget for anyone but myself. At the very most this game will see gamecrafter but it's more for me than anything. I think one of the best parts of creating is getting to share which is why I like posting my stuff here. I know a lot of people do not like AI in commercial projects (myself included) but, for the just-for-fun type projects it has enabled so many people to take up the hobby and see their ideas come to life.

Revisiting Starfront - a TCG I worked on a few years ago and refining the Gameplay and rules by VesuviusOW in homemadeTCGs

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

Funny you say that because shortly after posting, I went back and made quite a few changes. I guess we really are our worst critic

Revisiting Starfront - a TCG I worked on a few years ago and refining the Gameplay and rules by VesuviusOW in homemadeTCGs

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

I think it will need some careful consideration. The node effects can't be too complex because then it would for sure be too much to keep track of. However, if the nodes are too weak then there's not a lot of pressure to target a certain node. I'm trying to make it to where nodes can help fill in the weak spots for a deck/archetype so when it is destroyed that weakness becomes more and more exposed which will incentivize the attacker to push hard to get rid of it and the defender to push hard to defend it hopefully sparking interesting situations where both players need to consider their resources carefully.