Thread: [Essentials script] Pokémon TCG mod
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Old September 26th, 2012, 06:20 AM
Awkward Squirtle
,@,e .ºoO
 
Join Date: Jul 2011
Gender: Male
I have a couple of suggestions.

First, ditch the deck editing layout from the Game Boy game. It's a real pain to work with to make decks - you can't see your actual decklist anywhere while editing. This makes stuff like adding energy cards to the deck annoying, since you don't have a list of how many Pokémon of each type you're using.

Since this is going to only be playable on a PC, you should make use of its advantages. For example, use RMXP's full resolution instead of the DS's tiny screen size - you'll be able to fit more on the screen, and card images will be easier to read. Also, try to implement mouse controls; it's much easier just to hover your mouse over a card to see what it does, or drag it to move it between your library and your deck, than to use the keyboard for the same things.

Take a look at some PC versions of TCGs and how their interfaces work. Figure out their problems and how to fix them; use the things that work in your own game. For example, the ones I've played show both your library and your decklist at the same time on the deck editing screen, side by side. They also allow you to filter the list of visible cards in various ways, such as by card type or expansion set. Filtering in particular I don't think I could live without; I know you want to organise the cards into pockets, but what if I want to find a Stage 1 Pokémon capable of doing at least 80 damage with one attack, regardless of type? With your plan, I'd have to manually search through hundreds, possibly thousands, of cards.

I second the 'recipes' suggestion. The main thing I didn't like about the Game Boy game was that if I wanted to use my Double Colorless Energy cards in a new deck, I'd have to remove them from the deck that's using them first; a waste of time, especially since I'd have to move them back if I wanted to go back to that deck.
Discarding/trading/etc cards isn't a big problem - after each discard/trade/etc, go through each decklist, and if they contain any cards in a greater quantity than you actually have, fix it. This means you can trade cards that are currently in a deck too, which is a nice thing to be able to do.

In regards to acquiring cards, I think it would be best to let the developer decide whether to use currency or just get cards after winning. On the note of acquiring cards, please implement a switch that gives the player access to unlimited quantities of every card in the game, or at least a command that gives the player 4 of each card (and 60 of each Basic Energy/Arceus card). Some people want to earn their cards themselves, while others (like me) just want to build decks. I understand if you don't want to put this in, though!

I would try to simulate the card game as closely as possible, so things like Pokémon Powers and Abilities would stay as they are. It wouldn't be impossible for someone using the kit to change this if they wanted to.

I made a small start in implementing a Pokémon TCG system, and one of the things I found troublesome was deciding whether you have enough Energy to use an attack. With only Basic Energy cards or only single-type attack costs, this is easy. But once you start to include attacks that require multiple types and Energy cards that provide several types, it's a bit trickier. For example, say your Pokémon has a Rainbow Energy and a Darkness Metal Energy attached, and you want to use an attack that costs 1 Darkness and 1 Fire. A human player will tell you it's OK, but a computer will need to figure out that the Rainbow Energy must be used as the Fire requirement rather than the Darkness requirement. I haven't really thought about it that much; can you figure something out?