I remember seeing those screenshots ages ago. I have a bit of a soft spot for TCG games, but on the rare occasions they're mentioned they always fall through (like most other games, actually, but unlike them the TCG games have a good reason for failing). It's always interesting to see how people envisage these kinds of things.I don't have any real useful code to share... I only got as far as making the general movement and the card library/deck builder. And it was in Game Maker, so it wouldn't be useful to somebody trying to make an RPG Maker game. And to be honest, I don't know where the files for it are anymore or if I've even still got them.
But I was able to find these 3 screenshots in the thread I made for it:
The game was going to have a structure more similar to a traditional Pokemon game, rather than the structure of the GBC TCG game. You'd earn money from defeating trainers and gym leaders, which you'd be able to use at stores to buy booster packs or individual cards. There would be 8 gym leaders, as well as an Elite Four.
Looking forward to it.ok i am done with about 75% of the library screen...
i think today i can show the first results... ;)
hope you will like it... ^^
I vote for Stadium/Support cards as separate types, but will be the same in some effects (just like real TCG). The real TCG can't edit the old cards.Design Document said:Should Stadium/Support cards be completely separate types of cards, or variants of Trainer cards? The real TCG has flop-flopped over this matter.
I suggest you to make this a string array defined in card rather that several subtypes defined in scripts.Design Document said:Subtype – The card's subtype. Optional.
I suggest you to use the actual number and only allow 10 multiples. I predict people having problems with this.Design Document said:HP – The HP of this card, divided by 10.
Maybe in future?Design Document said:There will not be a card shop.
Disagree. Put a number option (1-6) for more convenienceDesign Document said:Duels will be possible using 3 or 6 Prize Cards (short or long).
Disagree, Probably Isn't possible to put all in one page, so put two with the second page a continuation from the first one.Design Document said:Likely to have multiple pages, like the GBC game has
Put also a money/coins/card points option from buying boosters or cards.Design Document said:The prize will be a list of one or more booster packs (usually one). This is the only possible form that the prize can take.
I prefer this as a mode for Library.Design Document said:A Pokédex for cards. Effectively nothing more than a differently-arranged Library; used only for seeing completion percentages.
I have created the first draft of what I think is a design document. The process is as new to me as it is to many of you.
Everyone, please have a look through it and comment on anything you find. Is what has been described suitable for every reasonable possibility and usage?
I remember seeing those screenshots ages ago. I have a bit of a soft spot for TCG games, but on the rare occasions they're mentioned they always fall through (like most other games, actually, but unlike them the TCG games have a good reason for failing). It's always interesting to see how people envisage these kinds of things.
Looking forward to it.
This design document is pretty much just a list of notes I've thought of, arranged into sections. Some important notes are unnecessary, as they're mechanics of the game and assumed known (e.g. you draw a card at the beginning of your turn, and attack at the end), or things are described as "like X unless stated" and are also taken for granted (e.g. the Library works like the Bag). That's probably where the lack of description is. That and me not thinking of everything, of course.Nice GDD for a minigame option in a engine. This is almost a profissinal one! A profissinal Design Document generally have more description (even more detailed) and diagrams. But for a draft this is excellent (excluding the lack of duel info). You're skilled at it, I can't believe that is your first time!
The only thing against the complete separation of Trainer and Stadium/Supporter cards is that most recently they've gone back to being subtypes of Trainer cards. In this particular situation, it's easier to pick one option and stick to it (situations like "how do Fossil Pokémon work?", on the other hand, should probably remain identical to the real cards despite a variety of methods).I vote for Stadium/Support cards as separate types, but will be the same in some effects (just like real TCG). The real TCG can't edit the old cards.
I suggest you to make this a string array defined in card rather that several subtypes defined in scripts.
I suggest you to use the actual number and only allow 10 multiples. I predict people having problems with this.
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).Maybe in future?
Disagree. Put a number option (1-6) for more convenience
Disagree, Probably Isn't possible to put all in one page, so put two with the second page a continuation from the first one.
Put also a money/coins/card points option from buying boosters or cards.
I prefer this as a mode for Library.
Again, all that is mainly up to the artists who will come up with the appearance of the duel screen. I've tried playing around with some graphics, but it's very difficult for me to figure anything out (it's not my forte).About the game board I prefer the Game Boy TCG one rather that the actual board. Try to mix some options and display the moves and Poké-power in the main duel screen (at least without the effect or even only the names). Try to display also the weakness, resistance and retreat cost.
Instead of Hand, Attack, Check, Pkmn Power, Retreat and Done, I suggest you to use Hand, Action (with Attack and Done options) and Board (with Pkmn Power and Retreat options).
I prefer that you use the pokémon card artwork rather that the entire card.
I'm not making a game myself. This is mainly a whim, and if it comes to fruition, it will be available to all as a kit (an addition to Essentials). I don't think I'll include it in Essentials itself, though.My TCG project fell through simply due to laziness and getting distracted by other projects. But the idea still appeals to me, so I might revisit it... I'm thinking about even integrating it into my current project, so it'll be like two games in one: A regular Pokemon game, and a Pokemon TCG game.
Anyway, well-done design document. I should probably start making 'em for my projects instead of just jotting down random notes. I wish you the best of luck with your TCG game, but we might just become rivals if I include the TCG in my Pokemon game. But that might even be beneficial...
The dual background random artwork is an interesting idea, and one which I probably wouldn't have thought of. It's up to the artists as to whether the dual will look like an actual playing field or just a mass of information (but I'd prefer the former).Personally the original gba title is what I'd like to see remade because I like it so much, but that's because we haven't really had much else to compare it to.
I'd also really like to see the gameboard incorporated into the game. Essentially a background that will be different every time you play, to mimic the different poster/board things that come with the booster packs nowadays. This would be a great incentive to get more artists aboard, since they could literally draw almost anything for the boards.
I'd say show the overall board between turns, and then when it comes time to attack, the screen switches to the gbc style card vs. card set-up.
Lastly, I'm free as a artist for whatever when the framework gets set-up. I know that doesn't help you right now, but whether it be menu design, card art, or whatever, I can help.
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.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.
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.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).
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.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.
You're suggesting that decks act like "recipes", where the cards themselves remain in the Library (rather than the decks physically containing the cards). I did consider this approach, but it would be harder to make sure that decks aren't broken if you get rid of a card (via selling/tossing/trading). I don't think it's worth the effort, it makes less sense than decks physically containing their cards, and it either doesn't affect the player or encourages them to get more cards so they can have both desired decks at once.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.
If you're adding a new card Subtype, you're going to need to edit the scripts anyway in order to make it do anything. It's as simple as adding the line "Super = 12" in the appropriate place. My way also makes it easier to create cards, as if you mistype a card's Subtype, it simply won't compile and will immediately tell you why (rather than it compiling with the wrong Subtype and then be incompatible with whatever effects you create for that Subtype, which is a harder error to track down).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.
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.
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.
Yes, like recipes! I consider this even easier, like, if you have 3 cards and want to sell/toss/trade 2 you only need to check if some deck contain 3 or 2 cards, if any contain, them block it. The recipe idea encorage the player to try several different decks without needing to disassemble the old ones, almost all (if isn't all) actual TCG electronic games use recipes concept.You're suggesting that decks act like "recipes", where the cards themselves remain in the Library (rather than the decks physically containing the cards). I did consider this approach, but it would be harder to make sure that decks aren't broken if you get rid of a card (via selling/tossing/trading). I don't think it's worth the effort, it makes less sense than decks physically containing their cards, and it either doesn't affect the player or encourages them to get more cards so they can have both desired decks at once.
This choice I am talking for devs. In the Game Boy TCG, every duel have their prizes previous set by the developer, the importants ones (plus Imakuni?) are 6.This duel have 4 prizes.Where in the GBC game can you decide how many prize cards you will use? I don't recall any choice at all.
The Card Dex performs a different function to the Library. The Library shows you what cards you have (and how many you have), while the Card Dex is mainly used to show you what you're missing (just like the Pokédex, including where you can get missing cards from - booster packs are based on sets). The Library also has many pockets, making it impossible to use it as a set completion record. The Card Dex will remain as a separate feature.
Your design certainly looks nice, but the layout needs improving.
well imo its better to use the whole card because the use of a blank card where you add the illustration like in the gbc games is limited after a certain point...Thanks for the card images, but we shouldn't be using images of the whole card. We just need the illustration itself. Making those should wait, though, until we've decided what a card is actually going to look like (e.g. the size of it, which will depend on the designs of the various screens). Ideally, a card will look the same in every screen (except the Card Info, where all its information will be displayed rather than just the important stuff).
i will improve these points...Your design certainly looks nice, but the layout needs improving.
The whole point of the Card Dex is for it to display a list, which means it's better if you can see more of the list at once. What you've done is waste some vertical space for the header and footer, and then space out the list more than necessary (48 pixels per line as opposed to the standard 32), resulting in just 5 entries visible at once.
The only sorting method will be by index number, so the footer is completely unnecessary.
without the "seen" option how will the players know which cards are missing in their collection? ^^I don't know whether we'll bother with "seen". It's simpler to use just "owned". And in that case, there's no need for an icon to show that a card is owned - the name being shown will suffice.
I'm pretty sure we'd just need the one image per card (the largest one), since the game can resize it where necessary.well imo its better to use the whole card because the use of a blank card where you add the illustration like in the gbc games is limited after a certain point...
you know in the newer cards the pokemon started to go out of the card window...
look at this example: https://pokebeach.com/scans/next-destinies/54-mewtwo-ex.jpg
there are 2 sizes i would suggest for a card...
first we need a small image like the cards i uploaded in my previous post (132x182 pixel)
the other one is a full view of the card like these: https://www.mediafire.com/?wqw1ug175vpc7gc
their size is 276x380 which barely fits in the current screen size of essentials... ^^
you can see & read almost anything in this size...
it looks even better with the newer cards where you have a lot of details... :)
ahh and of course we need tiny cards for the library screen...
they dont need to have any details so a tiny card for each card type should be enough...
I don't know if even the Library needs sorting methods. Can't it just act like the Bag, where you can sort it yourself, and new cards are added to the bottom? Besides, I don't know what sorting method would be best.i will improve these points...
i hope i can make 10-12 card names visible at once next time... ^^
and well a sorting method for the card dex is not that use full...
but we need a sorting method for the library right?
otherwise it would take hours to make a deck...
I'm still not convinced.without the "seen" option how will the players know which cards are missing in their collection? ^^
after seeing a card (for example in battle) that you want to have how are you supposed to get it if you dont know which boosters you need to open? :)
its like in the pokemon games you know...
if you dont know the location where the pokemon are you cant find them without some luck...
it would be almost impossible to get a rare pokemon with a 1% rate to find...
with rare cards its even worse because there are tons of them and if you have the luck to get one its most likely not the one you wanted... ^^
This new layout is a lot better than your first attempt.EDIT
changed the layout a little bit... ;)
https://www.mediafire.com/?sfy9y87az6p75rw
screenshot:
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if this is ok for the beginning i will start work on the card info screen... :)
if the quality is acceptable this would save me some work... ^^I'm pretty sure we'd just need the one image per card (the largest one), since the game can resize it where necessary.
at the beginning its not needed because the first 3 sets have together like 200 cards...I don't know if even the Library needs sorting methods. Can't it just act like the Bag, where you can sort it yourself, and new cards are added to the bottom? Besides, I don't know what sorting method would be best.
If having too many cards becomes a serious general concern, I may add a "Trunk" option to the PC, where you can dump cards you don't use. However, it's not something I'm going to bother with now.
well i dont know what else i can tell you about the "seen" option to convince you expect the points i told you in my other post... ^^I'm still not convinced.
i knew i forgot something (index numbers)! xDThe card numbers should appear next to each card, in place of the ball symbol (which isn't needed if we're not using a "seen" option).
There shouldn't be any scrolling left/right to change sets here. The sets will be listed in another screen first (like the list of Regional Dexes in Essentials).
I'm also not sure about using BW graphics.
this is realy helpfull! :)I've attached my very poor attempt at a Library screen, just so you have an idea of what I was thinking of. If you have a better layout, go for it. You'll certainly have better graphics.
Of course. Each set is its own txt file, so you can easily throw in more and they'll be added automatically. The relatively hard part is filling the file in correctly, and the actual hard part is programming in all the new effects.all good ideas this will be a great project when its done any chance of being able to add our own sets when this game comes out?
As I said, we should wait until we have decent designs for the screens, because we can't know what size card graphics we'll need until then.if the quality is acceptable this would save me some work... ^^
so should i send you the first sets (size: 276x380)? :)
Remember that the contents of each set will (probably) be divided up into many Library pockets (one per Pokémon element, Trainers, Energy). It'll be quite a while before you start losing cards.at the beginning its not needed because the first 3 sets have together like 200 cards...
but each set adds about 100 cards so a sorting system is essential after you have reached like 1000 cards... ^^
imo the most important sorting method is alphabetical but there are some more points which can be used to sort the cards like hp, atk, type, rarity and so on... :)
I see the Card Dex as more of a checklist than of a way of learning where cards can be found. In the real world, you don't keep a track which which cards you know exist, do you? Other CCG-based games don't. If you want to know the contents of a set, you can use the Internet. Plus, there's the joy of opening a booster pack and discovering what lies within (new cards will be marked as such, so you at least know if you gained anything new).well i dont know what else i can tell you about the "seen" option to convince you expect the points i told you in my other post... ^^
how about hearing the opinions of other users?
imo its important to know which cards can be found in which booster but if its just me that thinks this way i will remove the "seen" option without regrets... :)
You can do what you like with the designs. I'm not expecting the absolute final designs immediately; I don't mind if I just have placeholder graphics, so long as I know what layout to work to.i knew i forgot something (index numbers)! xD
i will add them to the next version... :)
but i dont know if i should remove the ball symbol which marks the cards as "seen"...
is it ok for you if i move it to a different position where it can be removed easily until some more people tell us their opinion about the "seen" option? ^^
removing the arrows is an easy task...
should i give this screen where the sets are listed a try too?
i can already see it before me! ^^
well i used the BW style because its easy to work with ad the results look good... ^^
i wanted to replace them with a more unique style after some more progress is done...
if you want i can change the style with the next version but it would take a lot of time where i could work for other important stuff like info or library screen...
imo we should stick with the BW graphics until we have a concept for some more screen (library, card info, deck construction and the set screen mentioned above) but well its not my decision... ^^
I think a better way would be to open a menu with the Z key (like it used to in the Pokédex), and this menu would list several sorting methods to use. Again, deciding which methods should exist is the key. That is, if there will be multiple sorting methods at all.this is realy helpfull! :)
an idea i had right after seeing your screen it that the icons on the top can be made to dropdown boxes where you can add sorting methods!
for example a dropdown box for the set, one for the cardtype, one for the first letter of the card (which is a way of sorting alphabetical), one box with numbers for hp, one to check if the card has pokepower/body and so on...
this way you can find exactly the card you look for... ^^
there is still some time until i start with the library screen so think about it and add all the stuff you want there... ;)
ok... ^^As I said, we should wait until we have decent designs for the screens, because we can't know what size card graphics we'll need until then.
i have to apologize!Remember that the contents of each set will (probably) be divided up into many Library pockets (one per Pokémon element, Trainers, Energy). It'll be quite a while before you start losing cards.
Alphabetical sorting is fair enough, as is by card type (Basic/Stage 1/Baby/etc.). I think I'm just about able to manage that - remember that I do have to code all this, and I don't want to give myself a harder time than necessary.
I see the Card Dex as more of a checklist than of a way of learning where cards can be found. In the real world, you don't keep a track which which cards you know exist, do you? Other CCG-based games don't. If you want to know the contents of a set, you can use the Internet. Plus, there's the joy of opening a booster pack and discovering what lies within (new cards will be marked as such, so you at least know if you gained anything new).
should the completion value shown in percent?The screen listing the sets would be nice to have too; I imagine it looks pretty much the same as the Card Dex. Each set should list its completion next to it. Sets for which the player has no cards will not be shown at all, like empty Regional Dexes in Essentials. There's no need to display an overall completion value. You may want to put each set's icon next to it to liven things up; I haven't decided either way.
yeah i meant filters! :)I think a better way would be to open a menu with the Z key (like it used to in the Pokédex), and this menu would list several sorting methods to use. Again, deciding which methods should exist is the key. That is, if there will be multiple sorting methods at all.
I think what you are describing are filters (i.e. hide cards which don't match the criteria), but I'm not sure I'd be able to do that.