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.
- 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.