I received a strike of inspiration from the heavens so now I'm making a game

The general concept is an RTS game (loosely inspired by supreme commander 2), but instead of collecting regular resources, you play cards from your hand and deck that you build to expand your mycelium network, to destroy your opponent

Instead of a traditional currency (for example mass and energy in supreme commander 2), cards are played onto your growing patch of mycelium, and each take up a different amount of that space pertaining to their strength, and the main challenge will be managing that space and the units produced by the towers, to eventually win that scenario

I'm using Gamemaker Studio to make this project, and so far all I have is a very basic framework for cards that can be added to your hand, but I plan to work on it consistently and not too fast to avoid burnout

message me on discord (Arcturex) if u have any ideas or anything
DaniNyaaa is helping me with sprites n stuff
Quote:
message me on discord (Arcturex) if u have any ideas or anything
Don't do that; post them here in the topic so other people can chime in and comment on them!

This sounds like a fun project: I look forward to seeing how it progresses, especially with some sprites and visuals from Dani.
Arcturex77 wrote:
so far all I have is a very basic framework for cards that can be added to your hand




Right now, the system I have allows a deck of 20 cards, which can all be unique (but i only have a couple made for the sake of testing). You can click the deck to draw your initial hand, and then dragging cards out of your hand and releasing them simulates playing the card, which removes it from your hand, draws you a new card, and returns that card to the bottom of the deck to be played later.

Eventually, I want to change that mechanic so that cards get discarded, and then added back into the deck incrementally or via destroying enemy towers, but for now it fully functions

Each of the cards is its own object, so it should be really easy to actually make played cards have an effect, but none of that framework is in place

Very happy with progress so far

KermMartian wrote:
Don't do that; post them here in the topic so other people can chime in and comment on them!

noted, dani is the one who told me to say that
michaela wrote:
How do you design a card drawing and card management system that feels satisfying and strategic to players, while still maintaining integrity? It's quite a challenge.


In all honesty, I have no idea. I plan on playing as many games of that type that I can find so that I can get a feel for it, and then from there just tweaking it as myself and anyone else I have test it see fit
Update time!

After a few weeks of work on and off, now we have:
▪ Procedural Spreading Mycelium (still needs to be tuned for real gameplay, but it works!)




▪ Towers Placeable Via Cards (only one card type for now, but adding more should be easy)



▪ Towers Spawn Guys!



▪ Dynamic Player Color (rainbow not permanent, i did it just to prove that i can)



Going forward, I think I want to lock the lil grub guys to 8 cardinal and intercardinal directions, because the animation looks weird at the funky angles. Both the mycelium growth time and the unit spawn time need to be changed drastically, but thats an issue for when I start adding real gameplay and it needs to be balanced, for now as a proof of concept I think its great.
  
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