Boyah Forums

General => The Lobby => Topic started by: Daddy on July 28, 2009, 08:19:50 PM

Title: Boyah Trading Card Game
Post by: Daddy on July 28, 2009, 08:19:50 PM
If I ever stop being lazy and can think I might start it over from scratch. IF I were to do this would you use this feature? baddood;
Title: Re: Boyah Trading Card Game
Post by: Title on July 28, 2009, 08:21:20 PM
are the cards users? or what?
Title: Re: Boyah Trading Card Game
Post by: wawi on July 28, 2009, 08:23:09 PM
BOW WOW WOW used tackle!
Title: Re: Boyah Trading Card Game
Post by: Samus Aran on July 28, 2009, 08:23:26 PM
sure why not

make assorted doodthing cards impossible to obtain unless won as prizes in certain boyah events thumbup;

also, what sorts of things would be cards? users, boards, emotes...?
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 28, 2009, 08:23:39 PM
Quote from: Title on July 28, 2009, 08:21:20 PM
are the cards users? or what?
Probably not.
Title: Re: Boyah Trading Card Game
Post by: Thyme on July 28, 2009, 08:23:59 PM
No, James, I would not.
Title: Re: Boyah Trading Card Game
Post by: Samus Aran on July 28, 2009, 08:24:05 PM
also i would recommend making the cards look/play like pokemon cards
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 28, 2009, 08:25:27 PM
Quote from: Ken on July 28, 2009, 08:23:26 PM
sure why not

make assorted doodthing cards impossible to obtain unless won as prizes in certain boyah events thumbup;

also, what sorts of things would be cards? users, boards, emotes...?
Boards probably, emotes yes. Users unlikely.

At first I thought users might be a good idea but then it would turn into "Why isn't there a card of me?" and whatnot.

I might do some things based loosely on ranks like admin, boyager, etc but not specific users (ie. no JMV, Guff, Ezlo, Felt, Geno cards)
Title: Re: Boyah Trading Card Game
Post by: Samus Aran on July 28, 2009, 08:26:22 PM
but at least a kewn card right
Title: Re: Boyah Trading Card Game
Post by: Smell Memory on July 28, 2009, 08:27:38 PM
you have just lost 89% of the forum from not including felt
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 28, 2009, 08:28:09 PM
Quote from: Smell Memory on July 28, 2009, 08:27:38 PM
you have just lost 89% of the forum from not including felt
There will be the mathfag or something.
Title: Re: Boyah Trading Card Game
Post by: Hiro on July 28, 2009, 08:49:55 PM
Sorry, but nobody would use it after the first week.
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 28, 2009, 08:51:32 PM
Quote from: Hïro on July 28, 2009, 08:49:55 PM
Sorry, but nobody would use it after the first week.
Why are you so cynical?
Title: Re: Boyah Trading Card Game
Post by: wawi on July 28, 2009, 08:52:17 PM
Quote from: Hïro on July 28, 2009, 08:49:55 PM
Sorry, but nobody would use it after the first week.

Speak for yourself
I would
Title: Re: Boyah Trading Card Game
Post by: Hiro on July 28, 2009, 08:52:50 PM
Uh, am I?
Title: Re: Boyah Trading Card Game
Post by: Geno on July 28, 2009, 09:36:49 PM
Quote from: Prowling Kewn on July 28, 2009, 08:51:32 PM
Why are you so cynical?
Because the same thing happened with the Aracde
Title: Re: Boyah Trading Card Game
Post by: Samus Aran on July 28, 2009, 10:20:45 PM
Quote from: Geno on July 28, 2009, 09:36:49 PM
Because the same thing happened with the Aracde


i will fucking beat that air sk8ing score one day

you'll see
Title: Re: Boyah Trading Card Game
Post by: Kalahari Inkantation on July 29, 2009, 12:10:24 PM
of course n_u
just as long as UNLEASH THE BEAST is a card giggle;
Title: Re: Boyah Trading Card Game
Post by: Hiro on July 29, 2009, 12:21:09 PM
Here's an idea:
Make sure they're trading cards and not battle cards, meaning there's no fighting system or anything between them, the cards would only be collectors items. However, we still need to be able to trade cards.
Make sure there are lots and lot of different cards, all of varying levels of rarity.

Also, make good use of our luts by selling different packs:
Starter Deck:10 common cards + 2 rare
Booster Pak: 3 cards
Special Pak (Very expensive): 1 very rare card

etc etc

If it works along those lines, I could see it being a mild success.
Title: Re: Boyah Trading Card Game
Post by: The Hand That Fisted Everyone on July 29, 2009, 01:12:25 PM
I'd use it.
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 29, 2009, 05:17:16 PM
Quote from: Hïro on July 29, 2009, 12:21:09 PM
Here's an idea:
Make sure they're trading cards and not battle cards, meaning there's no fighting system or anything between them, the cards would only be collectors items. However, we still need to be able to trade cards.
Make sure there are lots and lot of different cards, all of varying levels of rarity.

Also, make good use of our luts by selling different packs:
Starter Deck:10 common cards + 2 rare
Booster Pak: 3 cards
Special Pak (Very expensive): 1 very rare card

etc etc

If it works along those lines, I could see it being a mild success.
why won't battling work. baddood;



Also, if battling were to work I've already got a basic thing in Python (though the app would use PHP or Ruby for the web app and Ruby or something if I make a desktop client)
Quotepython shuffletest.py
Cards in Deck:
Cell phone
Mathfag
The Lobby
Lock
Defender of Doodthing
Doodthing
Doodella



Drawing Card



Cards in Deck:
Mathfag
The Lobby
Lock
Defender of Doodthing
Doodthing
Doodella



Cards in Hand:
Cell phone



Drawing Card
Cards in Deck:
The Lobby
Lock
Defender of Doodthing
Doodthing
Doodella



Cards in Hand:
Cell phone
Mathfag



Shuffling Deck
['Doodella', 'The Lobby', 'Defender of Doodthing', 'Doodthing', 'Lock']

Title: Re: Boyah Trading Card Game
Post by: Hiro on July 29, 2009, 05:21:40 PM
Quote from: Prowling Kewn on July 29, 2009, 05:17:16 PM
why won't battling work. baddood;

because, as cool as it sounds in theory, nobody would use it for more than a few days.

I think if you were to focus your energy into the trading aspect, it would be a bit more successful.
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 29, 2009, 05:23:17 PM
Quote from: Hïro on July 29, 2009, 05:21:40 PM
because, as cool as it sounds in theory, nobody would use it for more than a few days.

I think if you were to focus your energy into the trading aspect, it would be a bit more successful.
because you can somehow not do both
Title: Re: Boyah Trading Card Game
Post by: Title on July 29, 2009, 08:52:31 PM
I agree, let's keep it trading oriented. It will keep the game fresh for longer.


greytay needs to be a card
Title: Re: Boyah Trading Card Game
Post by: Hiro on July 29, 2009, 10:49:53 PM
Quote from: Prowling Kewn on July 29, 2009, 05:23:17 PM
because you can somehow not do both
well you could do both but then i don't thik the trading aspect would be as good as it could have been, while the battling wouldn't last long

i just feel it would be more successful if it was focused mainly on trading, like baseball cards
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 30, 2009, 12:19:10 PM
Okay, before I start planning out skeleton code for specific functions (thus making it easier to do in several languages) I need some advice and ideas that I'll ask for with time. Currently I have this:

What should the rarity system be?

Very Common, Common, Rare, Very Rare?
Common, Rare?

Should there be some cards that are so rare that only a certain amount exist? Special event cards?


How about booster packs? Should the cards in them be completely random? (i.e. use the rarity functions alone to determine what is in each pack so a pack may have all commons, a few commons a few rares and one common, all rares) or should they have a predefined content (9 commons and then apply aa function to pick a rare/very rare/etc) ?


Advice.  baddood;
Title: Re: Boyah Trading Card Game
Post by: Samus Aran on July 30, 2009, 12:22:51 PM
Common, uncommon, rare, promotional.

The promotional cards will be limited quantity and will be awarded as contest prizes and given for certain specific reasons and stuff like that.

The booster packs should work like Pokemon ones if you ask me, but maybe with less cards in them. So 1 rare, 3 uncommons, 5 commons, or something like that.
Title: Re: Boyah Trading Card Game
Post by: Daphnia on July 30, 2009, 12:24:57 PM
PACK OF 13
9 Common
3 Uncommon
1 Rare

1 in 9 packs has a MYTHIC RARE in place of the Rare.

This is Magic. This is life.
Title: Re: Boyah Trading Card Game
Post by: Hiro on July 30, 2009, 12:31:50 PM
Since we're not going to have as many cards as real tcgs do, I would suggest boost packs come with only about 5 or so cards.
For rarity, it would say common (everyone has one), uncommon (1/4 have them), rare (1/10), super rare (1/25), and ultra rare (only 1 of them)

And I'd also say that you should just completely randomize each pack.
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 30, 2009, 12:43:38 PM
Quote from: Hïro on July 30, 2009, 12:31:50 PM
Since we're not going to have as many cards as real tcgs do, I would suggest boost packs come with only about 5 or so cards.
Who says it won't? How many cards did the Pokémon base pack have?  Also the database structure I'm planning on would easily allow for an expansion pack similar to Pokémon (Just one extra column in the table).

Yeah, 10 was just an example. I'll probably do 5 or 6. Maybe 7.


QuoteFor rarity, it would say common (everyone has one), uncommon (1/4 have them), rare (1/10), super rare (1/25), and ultra rare (only 1 of them)
This is a bit confusing.


Quote
And I'd also say that you should just completely randomize each pack.
Doesn't this contradict your previous statement?



And soup. that would be a bit confusing because I wouldn't be able to generate packs on the fly, they would have to be defined once they are purchased with each pack having an ID number where multiples of 9 have the ultra rare.  Not TOO much work but also a little bit of a pain in the ass to set up.

No problem with any of these just trying to find one that works the best.
Title: Re: Boyah Trading Card Game
Post by: Hiro on July 30, 2009, 12:56:56 PM
Quote from: Prowling Kewn on July 30, 2009, 12:43:38 PM
Who says it won't? How many cards did the Pokémon base pack have?  Also the database structure I'm planning on would easily allow for an expansion pack similar to Pokémon (Just one extra column in the table).
I just think it would be kind of difficult to come up with 700 different cards, especially all Boyah-related is all. I'm sure we'll have a good amount of them.

QuoteYeah, 10 was just an example. I'll probably do 5 or 6. Maybe 7.
Yeah, that sounds better.

QuoteThis is a bit confusing.
I guess what I mean by that is those numbers would be maybe the chances of getting one, or something along those lines.

QuoteDoesn't this contradict your previous statement?
Does it?

What I mean is that I would prefer: "the cards in them be completely random (i.e. use the rarity functions alone to determine what is in each pack so a pack may have all commons, a few commons a few rares and one common, all rares)"
as opposed to:
"have a predefined content (9 commons and then apply aa function to pick a rare/very rare/etc)"
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 30, 2009, 01:00:30 PM
Quote from: Hïro on July 30, 2009, 12:56:56 PM
I just think it would be kind of difficult to come up with 700 different cards, especially all Boyah-related is all. I'm sure we'll have a good amount of them.
I thought there were like 200 in the main packs.



QuoteI guess what I mean by that is those numbers would be maybe the chances of getting one, or something along those lines.
Oh okay.
QuoteDoes it?


What I mean is that I would prefer: "the cards in them be completely random (i.e. use the rarity functions alone to determine what is in each pack so a pack may have all commons, a few commons a few rares and one common, all rares)"
as opposed to:
"have a predefined content (9 commons and then apply aa function to pick a rare/very rare/etc)"
[/quote]Yeah at first I thought you were defining the ratio of cards in a pack while then saying they should be random.
Title: Re: Boyah Trading Card Game
Post by: Hiro on July 30, 2009, 01:04:22 PM
Quote from: Prowling Kewn on July 30, 2009, 01:00:30 PM
I thought there were like 200 in the main packs.
Yeah see, there's a shitload of pokemon cards

So yeah, do my suggestions sound about right?
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 30, 2009, 01:13:11 PM
Quote from: Hïro on July 30, 2009, 01:04:22 PM
Yeah see, there's a shitload of pokemon cards
I just checked. The Base Set had 102 cards.

QuoteSo yeah, do my suggestions sound about right?
uh yeah i still need to see what others want though
Title: Re: Boyah Trading Card Game
Post by: Thyme on July 30, 2009, 01:15:13 PM
They still make those? Seems like a really stupid idea, you can print out cards and stick them on pieces of cardboard, there's many cheaper ways to do it.

maps;
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 30, 2009, 01:23:48 PM
Quote from: Thyme on July 30, 2009, 01:15:13 PM
They still make those? Seems like a really stupid idea, you can print out cards and stick them on pieces of cardboard, there's many cheaper ways to do it.

maps;
are you talking about pokemon cards or tcgs in general?


if you're talking about the latter well this will all be online so lol
Title: Re: Boyah Trading Card Game
Post by: Thyme on July 30, 2009, 01:25:38 PM
Quote from: Prowling Kewn on July 30, 2009, 01:23:48 PM
are you talking about pokemon cards or tcgs in general?


if you're talking about the latter well this will all be online so lol


i'm not talking about anything in particular i'm just joking about that one thread on the Tech board
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 30, 2009, 01:27:32 PM
Quote from: Thyme on July 30, 2009, 01:25:38 PM
i'm not talking about anything in particular i'm just joking about that one thread on the Tech board
ohlol
Title: Re: Boyah Trading Card Game
Post by: the shortest route to the sea on July 30, 2009, 01:28:20 PM
What are the usage stats for the Aracde? I don't go on there because I don't play games, but I feel like it's still drawing folks.

Trading would be interesting and fun as a little side-project. I'm not so hot on the battling. Just make sure there's a good organizing engine for the cards, so people can get anal and ocd about it if they REALLY REALLY want to.
Title: Re: Boyah Trading Card Game
Post by: Samus Aran on July 30, 2009, 01:35:10 PM
I WILL COLLECT THEM ALL
Title: Re: Boyah Trading Card Game
Post by: Daddy on July 30, 2009, 01:40:39 PM
Quote from: Alyssa the Shining Soul on July 30, 2009, 01:28:20 PM
What are the usage stats for the Aracde? I don't go on there because I don't play games, but I feel like it's still drawing folks.
It looks like people do still use it, though arcade passes are expensive.

That's because people don't fucking post so I make them post. baddood;

QuoteTrading would be interesting and fun as a little side-project. I'm not so hot on the battling. Just make sure there's a good organizing engine for the cards, so people can get anal and ocd about it if they REALLY REALLY want to.
Any ideas of what to organize by?

I still need to pick an actual database engine. MySQL is an obvious choice but something like SQLite or such could also work.

I then need to figure out if I'm going to do the web client in PHP or Python, or maybe even Ruby.
The desktop client, if I make one, will probably be Ruby at least on OS X.


some of the functions seem straightforward. The way I am planing it basically allows rapid expansion and ease to add new features.

For example. I could just set up card IDs with a name and image and then later on add other features, then again go and add a battle system.
Title: Re: Boyah Trading Card Game
Post by: the shortest route to the sea on July 31, 2009, 08:14:50 AM
Quote from: Prowling Kewn on July 30, 2009, 01:40:39 PM
It looks like people do still use it, though arcade passes are expensive.

That's because people don't fucking post so I make them post. baddood;


I don't know about other users, but I don't pay a lot of attention to my lutz. I put them in the bank so I can get a name change if/when I need it or something. But I don't post to get lutz.

QuoteAny ideas of what to organize by?


If it were me, I would have...fuck, hard to explain. I'm heading into gimp for this.

(http://i27.tinypic.com/hwa2oz.png)

Things on the left are major categories, with whatever we determine the "categories" to be (I made some up). On the top would be the subcategories. So for COLOR, there would be various colors. If we have SOCIAL TYPE or something, then the various social stereotypes would appear. Top right is the percentage for whatever subcategory you have. When selecting ALL, a percentage of total cards that you have. So if I wanted to look for specific white cards, or fag cards, I could put this all together. I would add a last "MORE" category to them all, which allows you to input any subcategory or characteristic, and have all existing and all owned cards displayed, just like in any other subcategory menu.  Bottom left is a card picture with stats. Bottom is scroll bar. Bottom right is left-to-right organizing values, for whatever purpose. Card issue numbers would be default. Middle is the cards themselves, the grayed boxes being those one would have. Instead of grey, some icon or something that signifies the card would be desireable.

And that's all I have to say on the matter.

Title: Re: Boyah Trading Card Game
Post by: Daddy on July 31, 2009, 08:19:46 AM
Yeah I could most likely figure that out.
Title: Re: Boyah Trading Card Game
Post by: the shortest route to the sea on July 31, 2009, 08:26:38 AM
Quote from: Prowling Kewn on July 31, 2009, 08:19:46 AM
Yeah I could most likely figure that out.


Let me know if you need any more fabulous web 2.0 style graphic designing!