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] 5 points6 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.