That would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.I’d strongly support whichever option moved closer to making it fully compatible with community-made mods. There’s a lot of love for this game but because of the quirks of its legacy code it’s hard to build on it. If a new or ported version allowed users to import their own images/videos and even implement their own ideas for cards and mechanics, that would be the dream. Afaik despite the popularity of deckbuilding games right now, no-one’s done (or even attempted?) this.
You know ppl would love to try it anyway lol. Don't understimate ppl's ability to make it make senseThat would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.
Increasing the moddability of this game would likely send it into one hell of a resurgence in popularity. I always come back to this game every now and again, but the lack of modding potential remains to be a massive disappointment for me.That would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.
More moddability is absolutely what this game needs imo, I'm incredibly surprised there's not a sizeable modding community for this game as it seems like a perfect fit. Cards (to my non-programmer ass, so I'm wrong) seem relatively easy to add, and there aren't complex animations or art styles you need to conform to with the whole real porn/hentai sometimes theme we got goin on. Also, I think out of the three ABC options, it may be the best move to do a bit of all three and add maybe a light content update alongside an engine upgrade/sequel announcement. If there needs to be mod support (engine change?) added to make it more approachable, I feel like that would draw more attention and a large influx of players to the game for sure and set up attention for a sequelThat would be b/c. For B custom images would be pretty easy to implement, but not custom cards. The way the The Monster Within codebase is set up reading card data off a json or something wouldn't be hard, but it would be pretty confusing for the person modding since I made it with the idea that only I would ever touch the code and make cards.
I think the hardest part of adding cards isn't the numbers or the pictures, it's new, complex mechanics that behave drastically different to what exists. There are some decks that very unique mechanics compared to other decks, and the option to mod has to be strong and flexible enough to make it work. Otherwise, you'll most likely just have reskinned cards rather than true additions.More moddability is absolutely what this game needs imo, I'm incredibly surprised there's not a sizeable modding community for this game as it seems like a perfect fit. Cards (to my non-programmer ass, so I'm wrong) seem relatively easy to add, and there aren't complex animations or art styles you need to conform to with the whole real porn/hentai sometimes theme we got goin on. Also, I think out of the three ABC options, it may be the best move to do a bit of all three and add maybe a light content update alongside an engine upgrade/sequel announcement. If there needs to be mod support (engine change?) added to make it more approachable, I feel like that would draw more attention and a large influx of players to the game for sure and set up attention for a sequel
Well if we get our hands on a good modding tool/framework, the first custom decks will be simple additions using already existing mechanics. We won't get completely new mechanics until we learn how to manipulate the engine or how to balanceI think the hardest part of adding cards isn't the numbers or the pictures, it's new, complex mechanics that behave drastically different to what exists. There are some decks that very unique mechanics compared to other decks, and the option to mod has to be strong and flexible enough to make it work. Otherwise, you'll most likely just have reskinned cards rather than true additions.
But how do you add framework support for something you don't know people will try to do?Well if we get our hands on a good modding tool/framework, the first custom decks will be simple additions using already existing mechanics. We won't get completely new mechanics until we learn how to manipulate the engine or how to balance
I recently decided to check this game out, was very intrigued by the mechanics, considered doing a long writeup about how I thought they could be improved (to be clear, I think the game is good as-is, I just also think it could be better), and then thought "nah, they've moved on to this other game, it's not worth the effort when they're not going to be paying attention or working on it anyway".I'm seriously considering doing some new work on TF Card Battle. I've got a couple options and I'd like to know what people would be interested in.
A: Just more content added to the HTML version. The easiest thing but the least interesting to me personally.
B: Porting the game over to the The Monster Within engine. Wouldn't be that much work, although has issues with art. I don't know if people really want that over just playing the HTML version though.
C: Make a full-fledged TF Card Battle 2. This would be very far off, I'm talking years from even starting production. But I could start exploring design space and such if people like the idea.
I think purposely including objectively bad cards is actually an effectively part of game balance.I recently decided to check this game out, was very intrigued by the mechanics, considered doing a long writeup about how I thought they could be improved (to be clear, I think the game is good as-is, I just also think it could be better), and then thought "nah, they've moved on to this other game, it's not worth the effort when they're not going to be paying attention or working on it anyway".
Well, now I guess I'll have to do it after all
Anyway, mostly I'd say do whatever you want/you're motivated to do, but without yet doing the deep-dive review I'd like to, here's some things I'd like to see at a high level, in no particular order:
- Iteration on the mechanics (as opposed to expansion of the mechanics). I think there are ways the core design could be improved. If and when I write a more in-depth review, this is going to be what I focus on, because I Have Thoughts.
- Tweak card balance to better enable playing with whatever cards you want. This is delicate, because you don't want player choices to be meaningless in a tactical sense. But right now, it feels like the gap between the best cards and the worst cards is such that I won't really get to see the content that's attached to the worst cards without choosing to build a bad deck.
- More variety in the art/gifs, and art/gifs for cards that don't have any right now, just so there's more fresh content to discover. Relatedly, work on the presentation of the gifs within the UI/layout. Gifs on the bottom I have to scroll to, gifs on the side are too small, gifs on the top are disruptive b/c the play area moves. What I'd suggest is having a dedicated area for images/gifs that just shows something static/background-y if there's nothing else going on.
- Sound.
- More open-ended theming. MtF itself isn't really my thing, but I do like corruption, and this game (like a lot of other MtF content) is in a lot of ways close to being that. I have no objections to it being what it is, but I personally would enjoy it if I could choose to have a female character at the start that's being corrupted/brainwashed in an otherwise similar manner, and it sounds like other people would also appreciate tweaking the premise in parallel ways.
- EDIT: Better in-game tutorial/explanation of some of the effects, and/or a game log. There are some things I find hard to parse from the iconography alone.
- EDIT: There are also some image path bugs that could use fixing.
I realize that's a lot of stuff, but I'm not saying "please go do all of this", just "it would be cool if the avenue you took supported these kinds of things". And clearly some of that could be driven through modding, rather than modifying the core game.
I agree. That's why I said it's delicate. But sufficiently bad cards that you have no reason to pick effectively gate content in a way that doesn't apply to a "regular" deck builder like Slay the Spire. Maybe you can always win on ascension 0 no matter how bad your cards are, I haven't tried that - it might be a solution to that problem.I think purposely including objectively bad cards is actually an effectively part of game balance.
Err, okay? So don't compress the sound, and have a larger file size. Is there some reason why this game needs to be small/below a certain size?Additional gifs/images and sound would make the game significantly larger in file size. If you compress sound, it sounds shitty.
I'm not really concerned with a full-blown alternate story. Just some tweaks around the edges. I don't honestly care *that* much if it isn't even entirely consistent/is an afterthought - happens a lot in these kinds of games, I'm pretty used to it. Just so long as it doesn't outright break things.While I'd also like more variety, it becomes exponentially more difficult to add more decks if you made a separate story path for each one. If the game has 13 decks, you'd need to rewrite 13 decks worth of lines to remove all references of TF, for example. If there are 3 distinct themes, the dev would need to basically write 3 different story branches every time he makes a new deck. That's extra effort and time he could be spending on making a new deck.
for a card you mean...Sexodia. Great name for such a game.