[gameprogrammer] Re: Good questions

A question - which may be deeper than you were expecting.

I play a game called Magic Online.  It's a computerized version of a card
game called Magic: The Gathering.  The simple question is - how is it done?

The game exists of 'cards' which at any time may be in play, in your hand,
in your library (MTG speak for your deck), in your graveyard (discard pile)
- in the Removed from the game zone, attached to other cards, imprinted on
other cards (the distinction is somewhat important!).  Cards 'trigger' on
certain events.  For instance, some cards are creatures.  Some creatures
care when another creature comes into play, and want to respond in some way.

Just how do you do that?  Do you send a 'message' to each 'card' in all
zones, and ask each of them whether or not they wish to respond, with the
majority of cards having no response?  Or do you in some way let the game
now that "I am a card that cares when a creature comes into play, please let
me know the next time one does"

The possibilites are nearly endless for what any particular card is watching
for, it might be a creature that keeps track of how many creatures have gone
to the graveyard from play this turn, and only wishes to respond the third
time.  Assuming an OO implementation, do you make each different card a
different class and derive from a common "Card" class or what?  It seems
like a lot of hard work either way, but I'm just trying to get the concept
in my head of how you could proceed.

So in a nutshell, the quesiton is "Collectable Card Games - How??"

Paul

On 6/19/06, Mike Gillissie <Niyoto@xxxxxxxxxx> wrote:

Heh - I've gone through my share of health concerns lately (the joys of not being 20-something anymore!) - I've found that the best way to stay healthy is to avoid obsessing over your game development.

I've got a habit of getting started on something and becoming totally
absorbed by it. Must get this working must get this working woah! It's
midnight? And of course you finally straighten up and your back, arms and
shoulders crack like the earth on judgement day. Supposedly.

Also, ergonomics. I've spent more time on the computer over the past
I-can't-count-the-years-anymore, and only a good office area configuration
has kept me from carpal tunnel issues, I'm sure...

Finally, don't ignore The Wife. The Wife will hurt you.

----- Original Message -----
From: "Kevin Jenkins" <gameprogrammer@xxxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Monday, June 19, 2006 11:29 AM
Subject: [gameprogrammer] Re: Good questions


> > > > I have to admit that I haven't been paying that much attention to the > > list recently. I have been through a lot of drama over the last several > > months caused by a misdiagnosis and a series of false positive results > > on medical tests. Maybe we should have a discussion of how to stay > > healthy while living the high tech high stress life of a game developer? > > > > Feeling like I am back from the dead, > > > > Bob Pendleton > > Sorry to hear about your health problems, Bob! > > So here's a question: How to stay healthy as a game developer? > > Here's an answer: Play dance dance revolution! Seriously. I bought > it about 3 weeks ago and it's the first time I've ever played games > that have kept me in shape. Even my wife approves of me playing games > now. > > This is not an ad, just my personal experience. > > > > --------------------- > To unsubscribe go to http://gameprogrammer.com/mailinglist.html > >



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--
Paul Smith
Computer programmer

paul@xxxxxxxxxxxxxxxxxx

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