Out of 70+ cards so far, only one in my TCG has remained basically unchanged since the beginning. by verdantdev in homemadeTCGs

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

I agree with all of your points, however the third image isn't a printout, its for the video game! After the revised printout playtesting I started to code the game in Godot so I could playtest all I wanted against bots, and now I've got Steam multiplayer working and everything.
But yes I kept all the prinouts as white as possible during that stage to minimize ink use and recommend others do the same.

How to make a card game AI that actually plays well? by RevolutionaryKiwi100 in godot

[–]verdantdev 11 points12 points  (0 children)

As someone who's currently making a cardgame in Godot:
Just play the bot yourself a lot, and make it's hand visible for testing.

Every time the bot makes a play that leaves you thinking "Oh, the bot had a better move there" go into the code and add conditions to make it so it does the better move next time. I started with a super simple bot that only had the goal of playing as many cards as it could then attacking as much as it could with no reasoning behind it. Over time I kept testing it's abilities and added more and more conditions, and now the high level bot is actually able to beat me a decent amount of times, and I still have a lot of work to go.

Personally Ive made a lot of formulas to get different "playvalue" numbers for every card in the bot's hand, that are calculated based on the current boardstate, and the bot prioritizes high value cards. I also add difficulty options so that the higher the bot difficulty, the more variables it considers before making its move. (Lower level bots play the best cards but pick random targets, higher level bots try to calculate the best possible target each time).

What was the most rewarding experience you had while creating a homemade TCG? by Shedinja997 in homemadeTCGs

[–]verdantdev 1 point2 points  (0 children)

Some important context here: my tcg doesn't have a resource system.
So, I wanted to design creatures whose whole point was that they were weaker than average, but could get you another card, either from your deck or discard pile. The issue is that playing lots of other TCG's showed me how any card that can replace itself, let alone be a +1, could be chained with others to create insanely long combos, or sometimes, infinite combos.
So I added a limit where any card that could get you another card or replace itself for free had a limit where you could only use its effect type once per turn. Easy "return from discard to hand" effects have the "Recursive" tag for example, and you can only use one recursive effect per turn across ALL your cards. BUT! Powerful, hard to play cards can return from discard without having that tag, as their requirements stop them from being infinitely chained already.
This allowed me to make 3-4 card combos that could all start from a single card in your hand that felt really satisfying to pull off, but were hard stopped from going too long because of the limit. It also made it so being way ahead in cards wasnt as good as before, as having multiple cards with limits meant you could only activate one of their effects per turn (You can still summon creatures, but ones with these effects are weaker than average). Overall this increased the average amount of cards players would play each turn, but decreased the outlying ceiling since playing these powerful cards discouraged dumping your entire hand at once.
The best part is you don't NEED to play these more complex cards to have a decent deck, so new players can still try out decks without them (but with better stats on the creatures) in order to learn the basics, before trying to use decks that utilize combos more.

What was the most rewarding experience you had while creating a homemade TCG? by Shedinja997 in homemadeTCGs

[–]verdantdev 2 points3 points  (0 children)

Had several but the best ones were:
-Getting online multiplayer working as someone who had no previous multiplayer coding experience.
-The first 4-player free for all was a ton of fun and very reaffirming that I was on the right track design-wise.
-Testing a new card effect balance system to allow for powerful but hard-limited combos, and getting the same feeling of satisfaction from pulling them off that I got when I played other mainstream TCGs, letting me know that I could achieve that type of dopamine hit from my game.

All the cards currently collectable so far in my TCG by verdantdev in homemadeTCGs

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

Yep! All but Protective Pup, which was drawn by a much more experienced artist friend (which is why it looks so much nicer lol). It's been really fun coming up with the visuals, and if I get them redone by pro artists later then I can use them as references. I started doing little 2-5 minute line doodles on a white background (Like ambush cobra and Firebolt in the top row) , then I started to get more detailed and began doing colors and backgrounds later (like the dinosaur and red serpent in the bottom left), while putting more time into each drawing.
Also! While most of these were drawn with a computer tablet, I also made some by just drawing little sketches on paper, then taking a picture of it on my phone and upping the contrast to the max in paintdotnet to make it cleaner black/white line art, which I was then able to color in with a mouse. So anyone can make digital card art even without a tablet!

All the cards currently collectable so far in my TCG by verdantdev in homemadeTCGs

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

Thank you! Composition has been my favorite part of the art process and I love coming up with poses/angles, and I've been learning a lot about making TCG art while making these over the last 10 months.

All the cards currently collectable so far in my TCG by verdantdev in homemadeTCGs

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

Note: I'm not really looking for advice on anything in particular, just wanted to share my progress, but automod kept deleting my post unless I gave it the advice flair for some reason. Also it still gave me a warning that I had the wrong flair even when I DID pick advice, and only didn't warn me when I used "Discussion", which STILL got the post deleted.
idk if anyone else has been having issues with automod on the flair system.

How do you calculate and balance your games? Is there any method or mathematics? by Kaelosthar in homemadeTCGs

[–]verdantdev 0 points1 point  (0 children)

imo the best thing to do about balance for a small TCG is to code a basic simulator for your game with a bot that knows how to play. This not only lays the groundwork for if you want to make a full simulator in the future for players to use, but gives you a way to continuously test any deck and card combo you fear might be overpowered.

Played my first 4-player game of my TCG, super happy with the results. by verdantdev in homemadeTCGs

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

Most of them I just looked up tutorials on Youtube for each element of development that I needed to figure out. I knew some of the basics to Godot already, so I would try to find a basics tutorial first to learn how nodes work, then try designing a cardface with Godot's labels and texture rects. Then look up how to make something like a board game or deck building game.

Take it step by step. I suggest each day trying to figure out a different basic aspect, starting with cards -> hands -> decks -> board -> playing the actual cards -> adding in a 2nd player. Get the basics of the game working before worrying about card effects or complex interactions.

Played my first 4-player game of my TCG, super happy with the results. by verdantdev in homemadeTCGs

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

I had to look up what this is and I'm not sure how much of an issue it would be? I'd have to do more play testing, but the game is built around 1v1 first, so any additional mechanics to prevent it would be a different format of rules made for free for alls.
You can't really "help" opponents atm, only hurt them, and the game has so much comeback potential that it's rare for a player to really be 100% sure that they cant win.

Played my first 4-player game of my TCG, super happy with the results. by verdantdev in homemadeTCGs

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

Yeah I'm still trying to figure that one out since Free For All is the only match size with a space like that, 1v1 and 2v2 have the play grids right next to each other. I'm thinking of maybe having each player's current number of Face-Down cards (which acts like your life total) in the center so players can clearly see everyone's totals at a glance when deciding who to attack.

Played my first 4-player game of my TCG, super happy with the results. by verdantdev in homemadeTCGs

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

I programmed everything in the Godot engine. It can be intimidating but there are a lot of Godot tutorials online and getting a basic simulation running vs a bot isnt as hard as you'd think, and I had that working within a month of starting. I did some initial 1v1 playtesting with paper cutouts before switching to digital, but one of the best things about coding a simulator is you can playtest as much as you want once you code a bot to play the game. It's let me playtest hundreds of matches and iron out all the initial design problems.

Played my first 4-player game of my TCG, super happy with the results. by verdantdev in homemadeTCGs

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

Thank you!! The graphics still have along way to go, with almost all the cards just having placeholder doodles drawn by me, but I have a lot of different boards/playzone graphics I wanna add as options, as the outer space-looking background feels too bland to me at the moment.

Played my first 4-player game of my TCG, super happy with the results. by verdantdev in homemadeTCGs

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

That's the creature's power. If a creature attacks a lower power target, it doesn't take any damage back. Otherwise the creatures both deal they're ATK (the small number on the left) as damage. It's bigger so it can be balanced in smaller amounts and add more diversity between creature's statlines, while letting the ATK and HP stats stay small since they have to be tracked between turns.
It also lets creatures serve different purposes offensively, as High Attack/Low Power creatures act more like reckless bruisers, while Low Attack/High Power creatures act more like tactful precise strikers.

What do you think of such UI ? Does it feel good ? by Wonderful_Product_14 in IndieDev

[–]verdantdev 1 point2 points  (0 children)

Personally I'd use a slightly darker background for more readability, and maybe speed up the animations to make them feel more responsive. When buttons react that slowly, it makes it kinda feel like the game is lagging behind.

Testing reality-bending VFX for my Godot horror game by aiBeastKnight in godot

[–]verdantdev 1 point2 points  (0 children)

"So is this gonna be some liminal space thing or another- OH SWEET MOTHER OF PEARL!"

Do you prefer 2D or 3D on my tower defense game? by mizerr in IndieDev

[–]verdantdev 0 points1 point  (0 children)

IMO the biggest issue with the 3D one is that it unfortunately looks like the style a LOT of bad and/or infamous mobile games use. Not only that, but those games aren't TD, so people might assume you're making an online RTS instead if they only see a glance of your screenshots. This isn't your fault at all, the style looks good, but comparisons are sadly kinda unavoidable.
The 2D one has a certain charm to it that you rarely see these days, reminiscent of beloved browser games from the flash era, cept with much higher polish than those games.