Creating a game

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Siyano_v1legacy

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Jul 27, 2010
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I wasn't sure to introduce this topic in gaming or advice forum, but here goes.
I just recently finished class into programming and small design of creating games.
After all that I still have few thing I wonder how its done.
Is there good platform to create game on, that are not that hard to use?
My personal favorite is Unity right now.

I have seen one or two, like "Game Maker"? How is that one?

Finally my primary question is, how do you start making a card game?
Let say like "Duels of the Planewalker" Magic the gathering game
or any TCG/CCG that have received a pc/console port.
Do you have to program all individual cards in some way?
 

Liberaliter

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Sep 17, 2008
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Try RPG Maker VX if you're into making games in the style of classic RPGs of old. It's a pretty robust editor, easy to get into but very capable once you learn how. There's plenty of user forums out there for it as well to share screens of your work, completed games, ideas and get help.
 

Maximum Bert

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For making a card game I would suggest actually designing one and playtesting it outside of making it into a computer game if at all possible then look into programming it. Unfortunately I dont know of any engines specifically built for card games although I would wager there are some fan made Magic the gathering engines out there so maybe have a look at those and talk to people who are working on one you like.
 

DoPo

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Jan 30, 2012
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Well...no. And yes. You'd have the overall game structure first - so, in case of MTG (not a big player, so don't go after me for inaccuracies - take is as an example) you have the following stages:
1. Pre-turn stuff (untap cards, etc)
2. Draw a card
3. Play land
4. Play other cards
5. Attack phase (you'd have that broken into few steps but I'm simplyfing, however, let's call them the following so we have some structure)
5.1 Attack set up
5.2 Attack resolution
6. End turn

So something like that. Each stage has different stuff going on and you'll be able to apply meta rules on them with the separation.

Now, after that, comes the beauty of Object Oriented programming. I don't know if you covered it in the course but I suppose you did, even if they didn't call it that. Basically, you can separate the program into logical constructs of some sort or "objects"[footnote]gees, that's a REALLY big oversimplification. I suppose software developers would cringe after reading it. Sorry - it's just faster to explain it that way, be merciful[/footnote] - cards would be one such construct. And here comes one property of OO - inheritance, you can have objects behave hierarchically, so you would have an overall "card" class you'd use which would dictate how one plays cards in a very general manner (it resides in the deck, you can draw it, place it down, tap it, etc). Then you can have more specific implementations of those - for example, lands - they are still a card and inherit all of the functionality from there - you can draw them, play them, etc, however, they are now more specific and have a specific implementation - you can play them on stage 3 and tapping them gives you mana. You would also have other more specific groups - creatures, sorceries, enchantments, etc, with their own rules associated with them. Finally, you go down to individual cards [mtg_card=Plains]Plains[/mtg_card] would give 1 white mana when tapped for example, [mtg_card=Firebolt]Firebolt[/mtg_card] does 2 damage (while costing 1 red), and so on and so forth.

That's...a very basic overview of it, at least. But it's how I'd start if I were you. Try to implement some simple rules first so see how it goes, try it with ordinary games and some game that involves them - Hearts is easily accessible and not too hard to recreate, I think. Or there is an even easier game, that might give you a better start - it's called War and Peace (and other stuff, sometimes War, etc). Here are the rules:
Setup
- You have two players and a full deck of cards
- Each card has a score - for number cards, it's the number, then you have Ace - 1, Jack - 11, Queen - 12, King - 13.
- Shuffle the deck and divide it evenly between the two
- The players keep their stack face down

Play
- Peace round: Both players draw a card from the top of the stack and put it face up. Whichever has a "better" card wins the round and takes both then puts them at the bottom of their stack.
- War round: In the case of equal cards (e.g., two Jacks) you get a "war" - each player draws additional 3 cards (again, from the top) and places them face up, then the players sum the score and thus determine the winner. (and in the rare case they are equally matched again - repeat. Or maybe they get their own cards back and reshuffle - I've seen both)
- Repeat.

And...that's it. Should be really easy to do. The goal is for one player to have all cards but it's really long and boring to get to that point (it gets boring in about a minute of play anyway) but it's nice and simple way to try and see how to make a structured play. You can throw extra stuff in there, like card suits and stuff. I've seen many variations of the gameplay but that's the most common part. Examples include if you have a war round that ends on equal summed score, the player that has the highest card wins (so, three 10s would lose against a King, 8 and 9) and/or the player having the highest suit winning (they go Spades > Hearts > Diamonds > Clubs) - so a King of spades, 8, and 9 would win over a King of clubs, Queen, and 5. And some variations there.
 

Smooth Operator

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You finished a class in programing and game design but you aren't sure what a card game would entail?
I guess in that case Game Maker is the one to go for, because it doesn't really require much technical knowledge (just be warned that it is also strictly limited to 2D sprites), but for a starter card game it should be fine.

Start off by learning the tools needed:
- Game Maker tutorials
- GM card game tutorials (they exist)
- some sort of image editor (GIMP is one I would recommend)
- putting everything you learned into functional examples yourself

Then put the plan in written form:
- describe all menus/game screens and their options (possibly draw a rough mock-up)
- full list of user functionalities your desired game has (grouping by screens is most useful)
- list of data the game will need (game data, player data, card data, saved decks, AI players, ...)
- and most important of all how does the card game function

Card game write up:
- describe rules
- playfield
- states
- stats
- looks
- and obviously put the card designs on "paper" (actually it wouldn't hurt if you took a small notebook and just put the stats and abilities of every card on a separate page, could even sketch creatures)

Once you did all that just put it together piece by piece, establish the play field, build some ingame cards, match up the scripts to play by rules,... one foot in front of the other, you just need to be persistent till the end.
 

Siyano_v1legacy

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Jul 27, 2010
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well, the game doesn't require testing, because it already done, its a board game with cards and just want to try and implement it on a "pc game"
so after all you do have to program every bit of all card as I understand

I guess I'll give a try to game maker and also still stick to Unity to see which give the "best" output
 

Smooth Operator

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Siyano said:
so after all you do have to program every bit of all card as I understand

I guess I'll give a try to game maker and also still stick to Unity to see which give the "best" output
Well you could just scan in the existing cards to put them on display and have players work out the rules for themselves(as they do in real life), but usually people expect that to be handled by the game and that does require you put the way cards interact into the code one by one.

And if you can handle Unity by all means go for that, because that can do any type of game so anything you learn now will help you in all future projects, Game Maker is just a nice entry level for people who want to put a game together but have no interest in technical knowhow (for any serious dev however a dead end).
 

Vhite

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Go ahead and make your own reusable engine! Waste of time? Maybe, but currently for me it's more fun than making actual games.
 

alphamalet

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I'm currently studying Game Design at a University, and have been for almost four years, so I hope I can offer some assistance to a fellow student. In terms of software, Unity and Flash are great for the sorts of things you will probably be able to do. I highly recommend using C# in Unity to help accustom and refine your skills with object-oriented programming. Game Maker is okay, but if you ever did want to use what you made as a means of self-promotion, odds are you will be taken far more seriously if they see you handled most of the creation of your game from scratch.

Siyano said:
Finally my primary question is, how do you start making a card game?
Let say like "Duels of the Planewalker" Magic the gathering game
or any TCG/CCG that have received a pc/console port.
Do you have to program all individual cards in some way?

I have made card games before, and translated them to a digital space. The best way to do this is to instantiate "card" objects, with fields and methods needed in the logic of your game. For example, in my card game, one of the pieces of the game involved knowing whether or not a card's number was even or odd. In each card object I instantiated, I had a variable that denoted a card's number, and I had a method like this to help the game determine whether or not each card's number was even or odd:

bool isCardEven(int cardNumber){
if (cardNumber%2 == 0)
return true;
else
return false;
}

If what I am saying confuses you, and you think your programming skills aren't quite up to snuff, I think C# in Unity would be a great place to start learning object-oriented programming. In terms of your card game, I think Flash would be a great platform! It's not as dead as everyone says it is ;)
 

wakeup

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Aug 26, 2012
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Gamemaker's pretty easy, its mostly drag and drop but you can get some awesome results, i heard hotline Miami was made on gamemaker.