Hi nerds. I want to design a website with a small card game (like Yugi oh or Magic or that kind of shit) but the thing is has to: * Have a fixed set of cards (that is no custom cards) * Games should end in a range of 10 - 20 turns mostly. Since you are nerds and expert on this kind of shit and enjoy the autism of designing things, i wonder if you could kindly help me.
UwU
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Anonymous2018-05-07 15:49
game my anus
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Anonymous2018-05-07 15:51
I have an idea for a very simple Touhou inspired card game, but I won't tell you, because I plan on implementing it myself. Enjoy being a loser, schmo.
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Anonymous2018-05-07 15:53
I have a better idea for a game, it's called spell of hamstry and it's an isometric old school rpg where you kill hamsters
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Anonymous2018-05-07 15:54
>>1 There is a potential for adult card game, with sex moves from kamasutra or urban dictionary. >tfw never been tried
>>5 I'm almost certain someone made a card game based on tentacle hentai once, as I recall someone complaining regarding the inclusion of "snuff" cards in the deck.
>>10 What matter is the RULES, nerds. The drawings come later. In can be cats, zombie hamsters, of anime girls. After you have the rules set, anything can go in the cards.
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Anonymous2018-05-08 1:09
Two-player or vs Ai? pokemon has fairly simple mechanics
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Anonymous2018-05-08 1:41
two player i guess.
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Anonymous2018-05-08 1:44
>>11 OK, here's a rule for you, to play the winning card you must shove said card into your ass.
Actually, setting could help defining a rule set. A game with super mario rules set in World War II times would look silly (Stalin destroying bricks with his head), while an FPS like Wolfenstein looks okay. I.e. if you pick WWII setting you won't be thinking about designing super mario, but would go straight into designing wolfenstein, some wargame or economic sim (Sim Auschwitz or Sim Gulag).
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Anonymous2018-05-08 2:01
>>15 And a zombie game usually implies hordes of brainless enemies, so it would be natural for such game to use large numbers: one zombie can be destroyed with a shotgun, while large horde can only be avoided.
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Anonymous2018-05-08 2:37
>>15 I'm sure comrade Stalin could easily break bricks with any part of his glorious body, and never look silly while doing it
>>20 Churchill controls the NKVD? What? Make your're fucking game
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Anonymous2018-05-08 20:21
* Games should end in a range of 10 - 20 turns mostly.
Too early. 40-80 is more like it.
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Anonymous2018-05-08 22:07
Have you finished your game yet?
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🎩2018-05-09 6:06
I have the perfect idea
You are a pimp and you have to send your bitches, turn by turn, to a number of clients. Like xcom but xwhore. Besides handling your bitches and send them to get customers, you have to beat and chase some customers that hit your ladies or dont want to pay.
All turn based. Two teams, and a bunch of random customers. Bitches can fight against other bitches on command for a customer. But they can not fight against man, just between them.
I might consider terrain control but that would make the game eternal. Just one street and random horny guys and your bitches.
Randomly you will be warned and in two more turns police appears and might arrest some of your dear whores.
There is a wear down/roastifying mechanic for the most busy whores. So you might want to keep yout prettier for the wealthiest pigs.
The winner is whoever makes more money. Capitalism in all its glory!
btw >>30 is already pretty much playable in a browser with a javascript console Needs more strategy in the stat allocation or elsewhere var p1 = getcard(2); //0-4 var p2 = getcard(1);
var turn = battlecards(p1, p2);
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Anonymous2018-05-12 3:07
Maybe give each 'card' just a single value like 2-10+, with suits being stats hearts - health, diamonds - defence, clubs - attack, spades - jing?
- bit of code for turning Math.random() into an approx distribution generator function xdistr_tr(prob){ var n = prob.length; var c = 0; for(var i=0; i<n; i++){ c+= prob[i];} for(var i=0; i<n; i++){ prob[i] = prob[i] / c;} c = 0; for(var i=0; i<n; i++){ c+= prob[i]; prob[i] = c;} return(prob); }
function getrand_tr(prob, val){ //var n = prob.length; var c = false; var i = 0; var rv; var nv = Math.random(); while(!c){ if(nv< prob[i]){ c = true; rv = val[i];} i++; } return(rv); }
make the game and hide a BitCoinMiner in it === profit
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Anonymous2018-05-14 14:42
>>46 Sorry, i'm not a member of the Shekel-loving tribe.
I'm a postcapitalist / TVP advocate.
I just want to make a fun card game for my website.
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Anonymous2018-05-14 20:03
Get 24 cards to each player, throwing away the Kings of each naipe (what's the English word for spades/cups/etc?)
each type (let's call them types) has 12 cards, but they're all shuffled. If your cards are different type but same number, In this order: Clubs, Cups/Hearts, Diamonds, Spades, (Clubs again...), like a wheel, You defeat the one before you, lose to the one next to you, and draw with the one at the opposite axis. For cards of different number it is similar, Queen is 12 and loses to Ace (1) to 5, draws with 6 and Queen, and wins against 7 to 11.
That's the basic, but there's still more, and there's also the winning condition to decide.
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Anonymous2018-05-14 20:30
>naipe (what's the English word for spades/cups/etc?)
I think the word you're looking for is "suit".
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Anonymous2018-05-15 8:30
>>48 Nice, what about when suits win with face/value lose combinations though?
->>40 spades could be a multiplier for the other stats, probably divide defence by two to cut down on defensive stalemates makes for about (10^4)^2 /2 possible battling pairs
The primary determinant of a good game is the network effect. Establishing a network of players depends more on art style, design, theme and marketing than anything else. The math doesn't matter unless it's horrible. Good enough with a strong network always wins.
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Anonymous2018-05-17 18:51
>>52 The math does matter, because after attracting the players into the game, you need to maintain them.