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Complex cards and complex cases. http://thefarwilds.com/forum/viewtopic.php?f=4&t=561 |
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Author: | Altren [ Wed Feb 04, 2009 1:29 am ] |
Post subject: | Re: Complex cards and complex cases. |
Just want to add one general rule that not clarified: First card played (entity created) is the first thing to happen in start of round, end of round, after action. Here's example with Purtrid Zombie and Emerald Spring: viewtopic.php?f=2&t=606 (read my post there). Another examples with Bone Fortress and Constable of Glorn above. |
Author: | Wicked [ Sat Apr 11, 2009 8:44 pm ] |
Post subject: | Re: Complex cards and complex cases. |
Brilliant thread! ~Wicked~ |
Author: | MistStlkr [ Sat Apr 11, 2009 11:20 pm ] |
Post subject: | Re: Complex cards and complex cases. |
LOL. I was just going to dig this thread up to suggest that, when using a card which wood invoke these tables, perhaps an indicator showing which hex the creature will be moved to would be appropriate? [[Ie: Click to select the Magnetite Beacon which currently then highlights the hex of the valid target creatures. When you mouseover one of the valid creatures perhaps the hex it would be pulled to should highlight before licking to select it.]] It would certainly make it a little easier on newer players I'd think. |
Author: | doiron [ Sun Apr 12, 2009 12:48 am ] |
Post subject: | Re: Complex cards and complex cases. |
that's a great idea. I've got it mostly down, but only after a LOT of practice. and I still make mistakes of course I whole-heartedly endorse this idea. |
Author: | Altren [ Sun Apr 12, 2009 12:29 pm ] |
Post subject: | Re: Complex cards and complex cases. |
doiron wrote: that's a great idea. I've got it mostly down, but only after a LOT of practice. and I still make mistakes of course "two possible directions, first try direction which goes first clockwise" this rule looks so easy an clear for me. I thought with this explanation it's easy never make mistakes, because all other cases looks intuitive.I whole-heartedly endorse this idea. About highlighting: for beacon it's ok and not a big problem to implement, but for cards like storm factory and call from the pit it doesn't looks so easy - too many calculations on every mouse move. |
Author: | Billiska [ Fri Jul 17, 2009 2:01 pm ] |
Post subject: | Re: Complex cards and complex cases. |
I noticed that some of these details follows the way that is just convenient for programming but isn't quite right logically. Take Bone Fortress for example, people is going to have a hard time remembering which is created first, the BF or the dying creatures, and it doesn't make sense. But I guess the programming is easy because there should be a list of objects sorted by the creation time which will be ran through at the ending and beginning of rounds. So, some thing should be improved here in my opinion. |
Author: | Altren [ Fri Jul 17, 2009 9:40 pm ] |
Post subject: | Re: Complex cards and complex cases. |
We was thinking alot how to make it more clear or easier and found that current way is best that we can find. If you have any ideas how to make it better feel free to suggest. |
Author: | kash [ Fri Jul 17, 2009 11:44 pm ] |
Post subject: | Re: Complex cards and complex cases. |
I presume there is some sort of ordered objectid or timestamped creation or something used to sort things. That number could be directly exposed, even if doing so required turning on an advanced option like move queueing. I've had to wonder about destruction order on several occasions. |
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