In the deck card count make like (example): if you have 3 Rattata cards, you can put 3 in a deck, 1 in other, 3 in even other, etc... in the same time, but without way to put 4 in one deck.
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Originally Posted by Maruno
I know how to define the various card properties (I just need to know which ones are needed). Trust me, it's better my way.
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I am thinking about the user side. If a dev wish to create a new subtypes, he just make something like: "Subtype=Super, Hyper", rather than putting a internal name and adding in scripts.
Quote:
Originally Posted by Maruno
Card shops are, to say the least, difficult when there's no currency (which is about the first thing I stated). The GBC game managed without money, and it's not something I'm going to worry about. This also applies to your comment about alternatives to booster prizes - I did consider cash alternatives, but decided against it (because that's not how the GBC game rolls, it doesn't feel right/appropriate to me, and it deters save-scumming for better booster pack contents).
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Most of the TCG games use a current, so the dev that will use this kit probably will use this, and isn't hard to make. Don't put this is like a fight against the current.
Quote:
Originally Posted by Maruno
I understand that duels are only done with either 3 or 6 Prize cards, which is why I wrote that. 1 is rather unfair as there's too much chance involved in the early game, and any other number seems random.
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The Game Boy game has this option and isn't hard to do. Like you say: you are making a feature in a dev kit, not one actual game.