Desperate Gods - An open-source virtual boardgame from Wolfire
145 replies, posted
How do spells work?
This has some potential for a lot of tabletop games
Oh boy I actually won on my first game.
Well I'm pretty sure I won, he started going apeshit with the cards at the end.
[QUOTE=Nallin;38583768]This has some potential for a lot of tabletop games[/QUOTE]
I see this as a MUCH better tool than a website like Roll20. Modding this is difficult right now but in the future it'll be cake.
So there's one card that basically gives you a +1 to combat rolls and two reroll options. And doesn't have a chance to break through normal use.
Are the rerolls for every combat encounter, or just two throughout the game? Me and my friends tried with every combat encounter, and it was OP as balls.
[QUOTE=DTkach;38584244]So there's one card that basically gives you a +1 to combat rolls and two reroll options. And doesn't have a chance to break through normal use.
Are the rerolls for every combat encounter, or just two throughout the game? Me and my friends tried with every combat encounter, and it was OP as balls.[/QUOTE]
yeah it's with every encounter :v: my friend and i play with an in-house rule that just removes the rerolls from the card
I wonder if you'd be able to mod this into almost any board game. I haven't played Clue in a [b]long[/b] time.
Has anyone actually made any mods for this yet?
I really want to play monopoly.
I can't seem to connect to any game.
I've made a room, and one person joined for a minute. I was only able to get into one game, where someone joined and started throwing stuff around.
It just sits at the loading screen...
Someone needs to convert Battle Star Galactica to this. With hidden cards, this would be amazing. And also means I don't have to organise a weekend 5 hour game of it.
oh man, I might look at adding monsters so that there's a small deck for each tier of dungeon, and at the start you pull two times the player count's worth of cards for each tier off of it
Added a mod to OP. Something that utilizes your mouse wheel and right mouse button, you dont even have to touch your keyboard.
[QUOTE=slayer20;38585149]I can't seem to connect to any game.
I've made a room, and one person joined for a minute. I was only able to get into one game, where someone joined and started throwing stuff around.
It just sits at the loading screen...[/QUOTE]
The game requires port 25000 TCP to be forwarded, that might be why
[QUOTE=Lukasaurus;38586207]Someone needs to convert Battle Star Galactica to this. With hidden cards, this would be amazing. And also means I don't have to organise a weekend 5 hour game of it.[/QUOTE]
Replying to myself like a dork, but anyway
[b]Thinking about it, converting any board game to this system is pretty simple, since it is really only asset creation.[/b] The rules are governed by the players.
For things that need to be hidden, it might be feasible to code a hidden area that you can move stuff to and when you flip the card or roll the dice, only you can see it. Eg, when Roslyn draws crisis cards in BSG, she moves the cards to her hidden area, flips them, and on everyone elses screen, they see some kind of blacked out area, but the player playing roslyn sees the cards. She picks one crisis, plays it and returns the other to the bottom of the deck.
I have school holidays coming up (I am a teacher). I might spend some time playing around with this, see if I can get something simple like carcasonne to work (or Settlers). And then, Dune, 1979 edition. There are so many free print and play versions of that floating around it is a no brainer.
There needs to be a "flip table" command.
[QUOTE=Suitcase;38590940]There needs to be a "flip table" command.[/QUOTE]
make it :)
something like
[code]
if (GUI.Button(Rect(x,y,w,h),"Flip Table"){
var allObjects[] = findGameObjects;
for each(var object in allObjects){
object.AddForce(Rand.Range(0,255),Rand.Range(0,255),Rand.Range(0,255));
}
[/code]
Something like that not sure of the findgameobjects bit, but there is certainly a unity function that will find all objects with tag, I am sure there is a function to find all gameobjects.
I modded this so that the unflinching sword was less OP but couldn't get the cards front side render properly, fuck.
Edit:
Turns out you need Unity Pro to prevent this from happening, or re-work the code to be compatible with the free version.
[QUOTE=Lukasaurus;38590740]Replying to myself like a dork, but anyway
[b]Thinking about it, converting any board game to this system is pretty simple, since it is really only asset creation.[/b] The rules are governed by the players.
For things that need to be hidden, it might be feasible to code a hidden area that you can move stuff to and when you flip the card or roll the dice, only you can see it. Eg, when Roslyn draws crisis cards in BSG, she moves the cards to her hidden area, flips them, and on everyone elses screen, they see some kind of blacked out area, but the player playing roslyn sees the cards. She picks one crisis, plays it and returns the other to the bottom of the deck.
I have school holidays coming up (I am a teacher). I might spend some time playing around with this, see if I can get something simple like carcasonne to work (or Settlers). And then, Dune, 1979 edition. There are so many free print and play versions of that floating around it is a no brainer.[/QUOTE]
I was wondering if there was a way to limit camera position for different players, so that there was a hand area which could only seen by the owning player and be considered out of bounds for the other. The middle bit in between them would be considered the play area and would be in range for both cameras.
[QUOTE=Frayyyy;38591241]I was wondering if there was a way to limit camera position for different players, so that there was a hand area which could only seen by the owning player and be considered out of bounds for the other. The middle bit in between them would be considered the play area and would be in range for both cameras.[/QUOTE]
The way it works is that everyone has access to everything. you could do it so that different players selected a camera angle at the start. However, honesty would be required, since unless you did some kind of log in system, you would be able to switch camera angles at any time.
Not sure if I can explain what I mean. Say for BSG, you log in to play with friends. Over TS, you decide turn order, or you roll to decide turn order. Then, at the top of the screen, you click on the player number you will be, and the game switches to that angle, which shows you the whole game board, as well as an area that is behind a screen. You an always switch back to a top down view, but also, you could cheat by switching to another player's screen, so honesty is required.
So yeah, it could be done, but it wouldn't be fool proof, but that's the point. You can always "cheat" in real board games, and the fact that everyone plays fair is what makes it fun (or betrays everyone else, like in Game of Thrones by Fantasy Flight).
[QUOTE=HALP Cat;38591163]I modded this so that the unflinching sword was less OP but couldn't get the cards front side render properly, fuck.
Edit:
Turns out you need Unity Pro to prevent this from happening, or re-work the code to be compatible with the free version.[/QUOTE]
Yeah me and my friends decided that when it comes to the unflinching sword, the two rerolls are EVER. But the plus 1 is infinite.
I'm more concerned about that 9 gold staff.
1 health to make any item not have to be discarded.
1. drink potion for 2 health
2. sacrifice 1 health to keep potion
3. repeat times infinity
[QUOTE=rapperkid04;38591372]Yeah me and my friends decided that when it comes to the unflinching sword, the two rerolls are EVER. But the plus 1 is infinite.
I'm more concerned about that 9 gold staff.
1 health to make any item not have to be discarded.
1. drink potion for 2 health
2. sacrifice 1 health to keep potion
3. repeat times infinity[/QUOTE]
Ravenous Staff
Rules: Take one damage to cast a spell without discarding it
Warm Potion is not a spell.
[QUOTE=HALP Cat;38591410]Ravenous Staff
Rules: Take one damage to cast a spell without discarding it
Warm Potion is not a spell.[/QUOTE]
What is a spell? They are all of the same type (equipment).
[QUOTE=HALP Cat;38591410]Ravenous Staff
Rules: Take one damage to cast a spell without discarding it
Warm Potion is not a spell.[/QUOTE]
Me and my friends decided equipment = spells
because otherwise that staff and a couple other cards would be useless.
[QUOTE=Robber;38591454]What is a spell? They are all of the same type (equipment).[/QUOTE]
5. Following cards are considered as a Spell cards.
Scroll of Town
Scroll of teleport
Scroll of Smiting
these are the only spell cards which are in the game.
[QUOTE=rapperkid04;38591507]Me and my friends decided equipment = spells
because otherwise that staff and a couple other cards would be useless.[/QUOTE]
Yeah well it's not meant to be used that way so you can only blame yourself for making such a rule.
[QUOTE=HALP Cat;38591520]5. Following cards are considered as a Spell cards.
Scroll of Town
Scroll of teleport
Scroll of Smiting
these are the only spell cards which are in the game.
Yeah well it's not meant to be used that way so you can only blame yourself for making such a rule.[/QUOTE]
We only played twice but from what we saw, none of the cards said "Spell Card" on them and the base rules that came with the game didn't specify what cards were spells.
You realize the point of this is for each game to be played however the players want right? You can't really argue that one person's way of playing is any more right than another's haha.
[QUOTE=rapperkid04;38591629]
You realize the point of this is for each game to be played however the players want right? You can't really argue that one person's way of playing is any more right than another's haha.[/QUOTE]
Yeah sure but you can't argue that a card is broken or OP if you yourself set the rule for it to be so.
[editline]25th November 2012[/editline]
Obviously you can play any board game with your own rules but the official ones are usually better thought out.
[QUOTE=HALP Cat;38591686]Yeah sure but you can't argue that a card is broken or OP if you yourself set the rule for it to be so.[/QUOTE]
Well we also added a modifier that the effect can only be used on a card once to avoid an infinite health fiasco.
Even then, with scroll of teleport and scroll of town, you can take an infinitely long turn.
"Okay I wanna teleport 6 spaces back, I fight it. I spend 1 health to keep my teleport, then I teleport to town, spend another health, heal, teleport, sacrifice health, etc"
I think base rules need more clarifications or cards themselves need to be balanced better.
Just won a game with HellSoldier and 2 others, got 29 skulls and 30 silver without ever getting an inventory item during the game :)
Hellsoldier (2nd47) is pissed at my 3 Marionettes in one game :V
[QUOTE=leach139;38592952]Hellsoldier (2nd47) is pissed at my 3 Marionettes in one game :V[/QUOTE]
die
Sorry, you need to Log In to post a reply to this thread.