It's a fairly large code base at this point, but I could work to slim down the current code-base and open source. I don't want to do a straight conversion of C code. In other words, I want to write the logic and hard data aspects first and ensure the network code makes sense, is easy to read, and is extendable. Then, extend to include the graphics and create a refined multiplayer mode. It would be absolutely trivial to export all the data I've already collected for the game and bring it into another engine.
The models I've created were made in Blender, so they'll export easy. All the data was originally imported as a CSV, and I've already populated all of the cards in the game into a database. But even then, I haven't completely sold myself on the nuclear option yet. It sounds better and better every day though. I could start over with a proper planned out code base, fresh experiences from the current iteration. Vita anyone? Not to mention, I'll be able to ensure an efficient and tightly driven network event loop for the game before I have fun implementing graphics and gameplay.
Either way, there's another factor that hasn't been discussed: and it's life. I really need to lighten the load and focus on refining my game design portfolio, instead of these other distractions.
One concern regarding the re-write would be handling the data storage. It would need to be either in some sort of archive or some sort of database. It should also be easily edit-able or, at the very least, the game needs to support adding new cards dynamically from community created cards. Tools would probably be easiest implemented in the game engine. I am a huge fan of native tools.
However, adding native tools on top of everything would be an immense load. I would prefer to keep it simple and implement the editing tools with Dear ImGui in the engine. Card Effects might be handled via Lua. When monsters survive face-up on the field, destroy enemy monsters, or inflict life point damage to the opponent, they gain experience monster experience is hidden.
When a monster accumulates enough experience, it will be promoted to the next rank. A monster must be promoted at least once in order to act as a deck leader. Some deck leaders have special abilities based on their type and rank, which include raising the strength of nearby monsters, increasing life points by a small number each turn, or being able to move two spaces each turn instead of just one.
A deck of exactly 40 cards is required to duel. Each card in the game has a "deck cost", which is a value given to a card based on its strength. The game adds difficulty by forcing the player to have a lower overall deck cost than their opponent in order to duel that opponent, essentially forcing the player to have a weaker deck. Cards are obtained mainly through the "graveyard slots", which is a slot machine that appears after each win allowing the player to obtain cards from an opponent's deck that were sent to the graveyard during the duel.
Cards can also be obtained using codes in the deck builder menu or through "reincarnation", which is where owned cards can be sacrificed to give three different cards of a slightly lower deck cost.
The computer A. And the new Fusion system is confusing as all heck. But to be fair, when compared to Yugi's PS1 debut, Duelists definitely offers the better experience; the new board layout adds a lot, making the game feel a bit like chess. There's plenty of strategy involved, and once you get to the point where you understand the defense and attack principles, it's definitely addictive. The big question is whether you'll play long enough to understand all the rules.
As was the case with Yu-Gi-Oh! Fans of the franchise will scream bloody murder when they see this score, while casual gamers are gonna think the grade is at least a couple points too high. But here's the bottom line: While far from great and way too complicated for its own good, Duelists is reasonably deep and ultimately pretty satisfying.
Players willing to put plus hours into learning the rules of this crazy card-and-board-game hybrid will have a decent time. After all, the monster battles look fantastic and the game's strategic elements make for a surprisingly addictive experience. The problem is, it takes forever to learn how to play the damn thing.
Combining monster cards to create a more powerful deck is the key to winning battles, but trying to understand all of the unstated and seemingly arbitrary card-compatibility guidelines is a nightmare. Worse still, the steep learning curve will obliterate new players. Weevil, the first boss, is easily as tough as Kaiba, your final opponent.
If you've never played a Yu-Gi-Oh! I dont daily drive Linux but still appreciate the platform. VMs wont let me open Blender or Unity unfortunately. We could talk via Discord or something. Maybe we could make a new game in the future.
Right now I can't code But I know what the user what. I'am really good with creativity. I've got a Linux build going up soon. I cross compiled from my MacBook Pro through Unity, so please let me know if there are any issues. A downloadable game for Windows, macOS, and Linux. Fix buggy scrolling behaviour in smaller dropdown lists, at the cost of potentially creating buggier implementation for larger ones.
Implement an animation backlog queue to prevent bugs with Network Synced Animations. Added a new animation akin to the original game's in the DeckEditor screen. Fixed bug 3 "Load Save" control dialog shown on create save list item Fixed bug 5 Resolution selector shows many duplicate options Fixed bug 6 Misc. Fix a bug where Mono on Linux does not let you write files starting with. Change sound volume, music volume, client quality settings, resolution settings, and more!
This is still in testing phases. Just about every card is now present in the game now. Effects will be added as time goes on of course. Card List Each save has 5 custom terrain slots so you can design the duel field of your dreams! Deck Editor added with a major redesign compared to the original game.
More information. Install instructions Not signed for macOS: Once extracted, right click on the app bundle, click open, then click open when it asks if you want to open this app. Sep 27, May 11, Apr 07, Mar 18, Mar 15, Mar 13,
0コメント