Thursday, March 26, 2015

card game - CCG Design - How to define text descriptions


I'm designing a CCG/TCG game (with the Kotlin language), and I am looking for advice regarding the text of the cards.



First of all, here is an example of one card, defined in XML:


          type="event"
image="tex-event"
metalCost="1"
energyCost="1">

Whenever you destroy a creature, you will gain 3 energy.

Your stronghold does not produce energy.








ScavengeResOnDestroy, and ResFlux are direct mappings to class names. Scavenge refers to the first line in the text, and ResFlux to the second.


Before I go on and design a whole lot of cards this way (then again maybe this issue would become a lot clearer AFTER I would design some more cards..) Should I attempt to tie/"hard"-code the text descriptions into the Trait-classes?


The thing is, I find it quite hard problem to "generate" the text for a Trait.. For example ScavengeResOnDestroy could have several targets:




  • Self (Whenever you destroy a creature...)

  • Opponent (Whenever an opponent destroys a creature...)

  • Both (Whenever a player destroys a creature...)


And to complicate things even further, I could very well see a possibility to modify ScavengeResOnDestroy, like so:



  • Whenever you destroy a creature you do not control..

  • Whenever an opponent destroys any creature..."



Now I haven't done much research on the topic yet... but I guess I'd need to build some kind of "sentence generator" (I don't know the correct term)?


Do you think I should stick with simply defining the text for each card, as in the example, or possibly, under the ? And perhaps generate the text only for the simplest traits? Something else?




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