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PostPosted: Wed Aug 18, 2010 2:45 pm 
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Posts: 17
Update:

Cards Wars have been released as free flash game! You can play it game here: http://www.kongregate.com/games/GeneralVimes/cards-wars

I'd be happy if you share your thought in this thread.

Image

Controls:
Drag-and-drop - attack or move;
Click - open the Arrangement window;
End Turn button is in the top-left screen corner;
Settings button is in the tor-rigfht screen corner.

----------------------------------------------------Original Message----------------------------------------------------
Hi! I'm working at the turn based strategy CardWars and I'd like to show the beta version and know your opinions :)

Image

Game basics
Map consists of the provinces with garrisons of 1-7 cards. Having playing cards as your soldiers, attack rivals, capture their provinces and conquer the world! One of the sources of inspiration was DiceWars game, and cards instead of dice open new tactics and strategies.

Gameplay video

Controls

  • Left click - select a province.
  • Right click on the adjacent province - attack it or move garrison there
  • Double click - cards arrangement mode
  • Right click - clear selection
  • Button in the top left corner - next turn
  • Wheel click - hide/show garrisons

Players: 2 - 9.
Multiplayer: Hotseat.

Detailed rules and scenarios desription can be found on CardWars site

Download CardWars(1.8 Mb)

I'll be thankful to you for feedback concerning gameplay, AI, scenarios ond other game-related issues.


Last edited by General on Fri Jul 06, 2012 1:16 pm, edited 1 time in total.

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PostPosted: Sat Aug 21, 2010 7:39 am 
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Could you please share your opinion about the game? It will help greately in further development.


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PostPosted: Sat Aug 21, 2010 10:23 am 
Elder Statesperson

Joined: Thu Mar 09, 2006 5:15 pm
Posts: 217
Location: Wellington, New Zealand
I played through a game of this. I quite like it I don't have a lot of feedback for you though :)

Few initial thoughts:

* I'm used to Risk where reinforcement happens before your turn not after it, not sure what a difference it makes in game play though!

* I found it a little hard to formulate a stragety against the cards especially when I couldn't see what they were, so I just ordered them high -> low every time then attacked and hoped that I would win. While I didnt' win every battle this approach easily helped me win the game.

* The cards are an interesting approach but somewhat meaningless because: a) there are multiples of the same suit and rank and b) they change value after an attack. For these reasons to they need to be playcard styled or could they be a unique design?

I'll play again and add some more thoughts in a bit :)

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PostPosted: Sat Aug 21, 2010 10:58 am 
Elder Statesperson

Joined: Thu Mar 09, 2006 5:15 pm
Posts: 217
Location: Wellington, New Zealand
Played through a couple more games.

not much more to add, I've never played dice wars so I can't compare to that so I can't help but campre it to risk.

I'm not sure what happens when a smaller NUMBER of cards attack a larger number, the animations don't entirely make it clear. In risk due to the random element sometimes one fulla can hold off more just due to the luck of the die. While it takes a little away from the strategy it does mean that you are never in an IMPOSSIBLE position.

I played the Barbarian invasion scenario and because the reinforcement is at the end of the turn you get hit by 4 teams and then have to attack from there before getting reinforcements. This means that despite having strong card in the first turn I'm reduced to a couple of regions in only the first turn. Neutral zones, more reinforcement options or some chance factor might help in ensuring that you don't get smashed if its more than 1 on 1.

My girlfriend loves these types of games and played through it and could see the potential. Again she commented on the restriction that hidden cards mean ordering cards doesn't have a huge impact on strategy, also noted lack of indication that your turn is over that was confusing to get started with.

Not sure if this is much help, had a long day and a few beers, overall the game is entertaining but I can't help compare it to Risk and my strategies and expectations of that game don't exactly translate to this one (and thats probably a good thing!)

Hope I've been of some help in my ramblings.

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PostPosted: Sun Aug 22, 2010 7:23 am 
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Thank you for a detailed feddback!

Quote:
I'm used to Risk where reinforcement happens before your turn not after it, not sure what a difference it makes in game play though!


I'm going to continue the experiments with gameplay and I'll see what if put dealing cards before the attack phase.

Quote:
so I just ordered them high -> low every time then attacked

As for me I used almost the same tactics but with some modifications: I put the smallest card that is higher than the enemies top card on the top of my deck. Otherwise I put my smallest card there. e.g. I'll arrange the deck of 2, 3, 4, 5, 6, 7 as [5, 7, 6, 4, 3, 2] if enemy has 4 on the top of his deck, and as [2,7,6,5,4,3] if the top enemy's card is 10.

Well, I'm sure, after multiplayer implemented the new tactics will appear.

As for the current game rules, they are the result of such consequence:
1. I wanted to make the analogue of DiceWars with cards instead of the dice.

2. I chose the rules of card game called "p'yanitsa" ("a drunk man") to determine the battle outcome. In this game the deck is divided evenly among the players. Then they simultaneously open their top cards. The card with the highest vallue wins and its owner takes all the open cards to the bottom of his deck. This step continues until in game stays a single player - a winner.

Recently I googled out that the rules have much common to the rules of card game War.

3. But in the "drunk man" game aces are almost invincible, that's why I included the "loss of one point after the victory" concept. So, an army will suffer from attrition aven after several victorious battles. Besides, the defeated card is not inprisoned, it just vanishes.

Indeed, according to these rules there'll be multiple cards of the same value and suit. And, really, as I start to think about it, they must not necessarily be the cards, they can be symbols of soldiers with different abilities.

BTW, one of the sources of inspiration was the cards army from "Alice in the Wonderland", there were also multiple identical cards. I was adviced to implement Alice-style animation to the game, i.e. draw a card-shaped soldiers and animate battles in that way. Perhaps, with the help of my friends, who are good at drawing I'll be able to do this.

Quote:
I'm not sure what happens when a smaller NUMBER of cards attack a larger number, the animations don't entirely make it clear.


In that case some cards from the smaller stack can go to battle for several times.
Here's the example of the battle
[10, 9, 2] attack [7,6,5,6,7]

From the top of both stacks cards a taken, and then the higher card wins (if tie, the defender wins). Then, the defeated card vanishes, and the winner card looses 1 point and goes to the bottom of the stack. Battle stops when one stack looses 50% of its initial quantity.

In the given example the battle will go in such way:
[10, 9, 2] vs [7, 6, 5, 6, 7]
10 vs. 7 -> 10 wins, turns to 9 and goes to the bottom of the attacking deck.

[9, 2, 9] vs. [6, 5, 6, 7]
9 vs. 6 -> 9 wins and turns to 8

[2, 9, 8] vs. [5, 6, 7]

2 vs. 5 -> 5 wins and turns to 4

[9, 8] vs. [6, 7, 4]
9 vs. 6 -> 9 wins and turns to 8.

So, the defeated stack of [7, 4] retreats if it has anywhere to retreat, otherwise vanishes. The victorious stack of [8,8] leaves its bottom card in the province, from where the attack was started, and is moved to the conquered province.

Now I think of another variant of battle animation, which will let the player see the outcome of all the melees within the battle, perhaps, it will be more informative than the current animation.

Quote:
I played the Barbarian invasion scenario and because the reinforcement is at the end of the turn you get hit by 4 teams and then have to attack from there before getting reinforcements.

This one, together with The Fall of Empire are my favourite random map scenarios :) Yes, in Barbarian invasion the start is tough, but later, when the invaders start the war between each other the players gets a chance to re-claim the land.

Quote:
My girlfriend loves these types of games and played through it and could see the potential. Again she commented on the restriction that hidden cards mean ordering cards doesn't have a huge impact on strategy, also noted lack of indication that your turn is over that was confusing to get started with.

And did you try hotseat game? (just set Human controller for two or more players in the Game Start screen).

Thank you very much again. I'll continue gameplay experiments, usability enhancement, and later on a multiplayer is planned.


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PostPosted: Sun Aug 22, 2010 8:59 pm 
Elder Statesperson

Joined: Thu Mar 09, 2006 5:15 pm
Posts: 217
Location: Wellington, New Zealand
I'll play a hotseat game tonight and let you know if we have any more feedback for you from there.

The fact that an attack ends when the stack loses 50% of its initial quanity was something I missed entirely.

After writing the first post (and before writing the second) I changed my stragety a little to be similar to what you do. If I can see that I can win the first battle with a card lower than my highest I'll use that. And sometimes move the joker towards the end of the queue to save it from beoming a low card.

The diminsh by one mechanic is quite good I think as you point out otherwise strong cards could rampage through the map pretty easily.

Animations would help clarify how the battles are being resolved, even though I read through the instructions (twice) it still took a couple of games to feel like I was following the battle sequences. Alice in wonderland style animated cards would be impressive!

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PostPosted: Sat Aug 28, 2010 7:04 pm 
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My game participates in the 3rd Independent Game Developer Contest! :) Can I post a contest link in case you like it and want to support CardWars?


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PostPosted: Sat Aug 28, 2010 11:50 pm 
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I'm not a mod, but I think that would be fine, yes; you've certainly written specific posts for this forum, which I think gives you the right to post a link to your project :)

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PostPosted: Sun Aug 29, 2010 9:10 am 
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Thank you :)
So, if you want to support CardWars, you can vote for it here: http://www.indiepubgames.com/vote.php (registration may be needed before voting).


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PostPosted: Mon Aug 30, 2010 12:12 pm 
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If you want to compete with other CardWars players, I'd like to invite you to the 2nd Card Wars Non-Reload Grand Prix CWNRGP2: Iron Chancellor!

The rules are simple: download save file, unpack it, load it from Menu -> Load Game. The conquer all the provinces on the map as fast as possible.

After the victory message save your replay (Save Replay button), and mail it to general[at]civfanatics.ru, include your nickname and forum in the letter.

Submissions due by September, 15, 2010.

Participants are ranged in ascending order by the number of turns they spent to win the game.

You may save your game to continue it later, but in-game reloads are prohibited. Although, players are allower to restart the game (reload the start save file) as much as they like.

There's also the nomination for the fastest defeat: make the AI to conquer all your provinces as fast as possible, and you'll win this nomination.


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PostPosted: Fri Sep 03, 2010 7:07 pm 
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In order to test gameplay modifications, which were proposed by the forums members, I prepared a CardWars Flexible Gameplay Edition.

Here you can change options for battle mechanics, dealing cards, enemy cards visibility and controls from game Menu.

Download CardWars Flexible Gameplay Edition
Yoa can download just file CardWarsFGE.exe (1 Mb) and copy it to the previously downloaded CardWars 0.5.2 folder.
Or you can download the complete archive (1,8 Mb)

You can vary such options:
  • Will the garrison retreat having lost 50% of its cards.
  • Will the reinforced/captured/attacked province loose its turn.
  • Will multiple identical cards in the garrisons receive combat bonus.
  • The measure of randomness in dealing cards.
  • Will the cards be dealt before or after the players’ turn.
  • Will the player receive per 1 card for each of the controlled provinces, or only for peaceful ones (those, which didn’t participate in battle for 1 turn).
  • Will the players see all the rivals’ cards, just the top card and their quantity, or just their quantity.

Also, another control mode is enabled: left mouse button used for all the actions, and right button – for sorting cards.

Please, try CardWars Flexible Gameplay Edition and tell me, what were the game options you liked more.


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PostPosted: Sat Feb 18, 2012 5:12 pm 
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Joined: Wed Aug 18, 2010 2:42 pm
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I'm back! I studied Action Script 3 and after 1,5 years I can tell, that the Flash version of my game is almost ready. It has enhanced interface, interactive tutorial and powerups. I hope it will be released soon.

Image


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PostPosted: Fri Jul 06, 2012 1:17 pm 
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Joined: Wed Aug 18, 2010 2:42 pm
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The game's released! Please, share your comments.

Image

Every province is garrisoned with 1 - 7 playing cards. If you attack the neighbour, the battle goes on until one of the sides looses 50% of its garrison. The defeated army retreats. The player earns experience points for victorious battles, he can spend them to activate the powerups.

Controls:
Drag-and-drop - attack or move;
Click - open the Arrangement window;
End Turn button is in the top-left screen corner;
Settings button is in the tor-rigfht screen corner.

You can play the game here: http://www.kongregate.com/games/GeneralVimes/cards-wars

There is a Hotseat multiplayer.


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PostPosted: Fri Jul 06, 2012 3:41 pm 
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Joined: Thu Sep 09, 2004 1:17 pm
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Location: burrowed
Pretty cool concept. Congrats on getting it finished and up :D

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PostPosted: Fri Jul 06, 2012 4:32 pm 
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Joined: Wed Aug 18, 2010 2:42 pm
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Thank you!


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