Re: It's time to duel! Text based Yugioh is now available in English
I don't know a ton about MUDs but my suggestion is that the deck building interface is quite clumsy. I didn't really know much about what was in my deck or bag, bar basic statistics.
I also noticed the lack of a side deck between matches. Yikes! That's not right.
I almost kind of wonder if a MUD is really the best way to build a Yu-gi-oh game but I'm not really the expert here.
My two cents - have deck building available through import. Again, I have no idea how to make that work with MUDs but again I've never really worked with them in the past. The current deck building interface is very confusing.
How I was going to structure the game I wanted to build was actually going to be based off of how Eternal Duelist Soul structured it.
Essentially, the duel mat consists of the following structure:
Field Monster Monster Monster Monster Monster Graveyard Removed
Extra Spell Spell Spell Spell Spell Deck
[cards in the hand]
Definitions for non-yugioh players:
Field - Field cards are spell cards that have an effect on the entire field, such as Rising Air Current. There can only be one field spell active at a time, and if a new one is played, the old one is sent to the graveyard.
Monster - Monster cards. Only 5 monster cards can be on the field at a time, and this can be limited by certain effects (such as Ground Collapse)
Graveyard - The equivalent to most games as a discard pile, however the graveyard does have important functionality in many themed decks.
Removed - Banished zone, this actually has no specified location traditionally but most video games place it to the right of the Graveyard
Extra - Contains fusions, synchros and xys monsters, although the latter two are definitely not in your game yet.
Spell - Location for spell and trap cards, like monster cards there are only 5 spaces to be able to use. Some monsters such as Blast Sphere and the Crystal B
easts can occupy this zone due to card effects as well.
Deck - the deck (obviously). Most cases cannot be viewed by either player, although some card effects allow you to sort some cards in there (Big Eye), search through the deck (Giant Rat) or other effects, such as Convulsion of Nature which flips the deck upside down and makes it visible.
Hand - Current cards from your hand.
Thus, the game is sorted on a grid with the top two rows having a defined size with the bottom row with varying size. By pressing a toggle, you can view the opponent's field (but not all their cards since the deck, hand, extra deck and sometimes certain banished monsters are not visible to the opponent). It is far more efficient to be able to scroll through these as a grid than have what I saw in there, but again, I don't know how possible it is to do it through a MUD - I was programming my game in Java (and frankly it was messy as hell) but I can share my (terrible) source if it wi ll help. I didn't program any ability to actually go through cards but that's because I had to drop the project due to my schedule getting cramped. However, it would be fairly easy to build a flexible ui from that.
Regarding deck building, first thing I noticed was no side deck. Side decks are extremely important in matches (best of 3 duels), which are the most common dueling structure. You don't really have this option so yeah, MAJOR problem. Second, it's very tedious to go through each card, and frankly you shouldn't have each copy of a card be an individual thing in the list, but rather what kind of cards. Also, in dueling sims, it's really bad practice to limit how much cards you have unless they're actually limited/semi-limited in play (you had only 2 Aqua Madoors for some reason in the base bag). Unless you're writing a tournament game that involves you getting boosters like EDS or all those titles on the DS it's really bad pr actice, especially for a simulator. I also found it annoying that it was very tedious to go through the whole pack -something I do in braillemon is that in many long lists such as items and the Pokedex you can go and use the left and right arrow keys to go and pass through larger segments of information - this makes it a lot less tedious to find what you're looking for if you know, say, the pokemon number you're trying to find. In addition there are filters in the Pokedex by simply pressing a single key which can be activated or deactivated at any time.
I don't know if this is possible in MUDs but there really should be an easier way to build a deck, for example simply importing a text file with the names of the cards on it (or accepted abbreviations since some of them have really long names lol)
Since you're saying you want to restructure it anyways this is my advice, hope it helps. I'll send you my java code if you want but it's pretty ter rible. I don't have it on me at the moment so I'll get it up later.
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