The fixes are almost done.
I spent most of the week working on the council mechanics:
- Vanilla cards will always be available.
- Cards from other factions will require as many council members as their loyalty value to be from their faction.
- Non-vanilla unique cards will require the entire council to be from their faction.
This paves the way for the introduction of new faction in the April or May updates, and it will work for any custom factions from mods.
The mechanic has been integrated into the random deck generation, so randomly generated decks will always follow these rules, even if modded cards are included.
To make it easier, the deck builder screen now displays the faction logo, and the loyalty of a card:
If no number is present, that means it's vanilla (loyalty 0).
The council will also display the picture of the faction:
These won't be shown on the match, just during the deck building phase.
You can still see the faction and loyalty during a match by clicking on a card.
You may have noticed that the modded card had a red border: you'll be able to select the border color of your cards when making a mod:
Finally, I've added a rainbow effect to unique cards, both to make them easier to spot when building a deck, and to make them stand out during the game:
Other than that, I've been refactoring some code, moving things around, and fixing bugs.
I've also started creating art for the first non-vanilla faction. This first faction will focus on butt/anal content.
It won't be introduced on this update, because I want to add at least 30 cards when it's introduced, but with art being one of the most time-consuming parts (skill coding being the other), I'm already preparing some pictures.
So far everything's on track for a late March update.
I spent most of the week working on the council mechanics:
- Vanilla cards will always be available.
- Cards from other factions will require as many council members as their loyalty value to be from their faction.
- Non-vanilla unique cards will require the entire council to be from their faction.
This paves the way for the introduction of new faction in the April or May updates, and it will work for any custom factions from mods.
The mechanic has been integrated into the random deck generation, so randomly generated decks will always follow these rules, even if modded cards are included.
To make it easier, the deck builder screen now displays the faction logo, and the loyalty of a card:
If no number is present, that means it's vanilla (loyalty 0).
The council will also display the picture of the faction:
These won't be shown on the match, just during the deck building phase.
You can still see the faction and loyalty during a match by clicking on a card.
You may have noticed that the modded card had a red border: you'll be able to select the border color of your cards when making a mod:
Finally, I've added a rainbow effect to unique cards, both to make them easier to spot when building a deck, and to make them stand out during the game:
Other than that, I've been refactoring some code, moving things around, and fixing bugs.
I've also started creating art for the first non-vanilla faction. This first faction will focus on butt/anal content.
It won't be introduced on this update, because I want to add at least 30 cards when it's introduced, but with art being one of the most time-consuming parts (skill coding being the other), I'm already preparing some pictures.
So far everything's on track for a late March update.