The first 24


The first 24 hours. I started this at 5 PM my time on Saturday, so really this is the first 23, but that's fine. So, what's going on here? We (should) have a playable "game" in highly developery state. 

The goal was to capture the feeling of heading to your FLGS to trade and participate in some weekly matches, and it's definitely heavily inspired by the Game Boy version of Pokemon The TCG. The focus of the game will be on trading, with the tournament being an auto-simulated affair from the deck you crafted.

So far I'm not setting the seed for RNG so I believe it's consistent across plays and nothing has actually been tuned for playability namely card and pack generation. I also haven't implemented other people at the shop, the cash system for buying packs or singles, the trading system, or the tournament system. At least some of that will hopefully happen tonight. Better card name generation, flavor text, card art, and a "holo" shader are in various degrees of nice to haves. I also want player appeal to be a bit less "on or off" and a bit more flow. Just because a card appeals to a Power player (in the parlance of a certain famous card game they'd be called "Timmy" or "Tammy"), that doesn't mean a Combo ("Johnny" or "Jenny") player would be uninterested. Same for Spikes ("Spike". I like the idea that someone who used to play Magic: The Gathering very seriously has moved to a much less popular game. You can decide if it's because they got banned, bored, or out-competed.)

I've mostly been using the Control nodes section of godot for this which feels like a crime but it's letting me quickly iterate. I'm debating adding the ability to walk around the shop top down style, or keeping it entirely in menu screens. I think I want to, but that would be a lot more effort, so maybe I'll throw that on the nice to have pile, along with redoing the UI to be resizable (sorry it's got to be fixed screen right now) and making a consistent theme I like. I like the assets from LoudEyes, the kind of art deco off kilter look was instantly inspiring, but I need to do a lot of work to expand it to fill all my needs. 

The music loops from Yadu are also incredibly helpful.

Code wise, I'm being very slapdash, and as a professional developer sometimes I notice that what I'm doing falls far below my standards, but doing things "the right way" in a relatively new-to-me language would just slow me down, even if a bit more OOP might save me some copy-paste or make extension easier, I just don't know what I want yet. For once, my product isn't "code" or "something that will be cosntantly evolved by 50 other people and yourself for the next 2 to 5 years" and just a game to market within a week, so I'm letting myself not over edit.

Files

rogue-the-collecting-linux.zip 14 MB
Version 2 Mar 07, 2021
rogue-the-collecting-windows.zip 13 MB
Version 2 Mar 07, 2021

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