Author Topic: Do you want to play a game?  (Read 416 times)

Legacy_ShadowM

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Do you want to play a game?
« on: October 20, 2012, 07:53:49 pm »


               Here a little project I started, hope you like it. '<img'> it a video showing it off.
Video
               
               

               
            

Legacy_Rolo Kipp

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« Reply #1 on: October 20, 2012, 08:03:19 pm »


               <rolling up his sleeves...>

Intriguing concept. If in a party, will it deal a hand to each? Or perhaps to each person sitting at a table?

Neat, regardless! :-)

<...and palming the aces>
               
               

               
            

Legacy_ShadowM

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« Reply #2 on: October 20, 2012, 08:13:47 pm »


               It acts like a real deck of cards, every card is accounted for, basically the guy with the deck of cards is the dealer. You could give every player 5 cards and play basically five card draw at a table. Just target each guy. When they draw you see how many cards they need and you could make chest that the pot. You could set the down face down and play matching games / solitaire etc by yourself. Spacing be more of a issue. This is just start as a ground work, could put in a lot more scripting for NPC dealer etc... I trying to think of the best way to check who has the highest hand, then I think of some anti cheats code too.
               
               

               
            

Legacy_Bannor Bloodfist

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« Reply #3 on: October 20, 2012, 10:48:16 pm »


               Neat idea... something for parties to do while waiting for other members to join the PW to run a quest etc...
               
               

               
            

Legacy_Mavrixio

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« Reply #4 on: October 21, 2012, 05:56:20 pm »


               That look fun, its certainly something that I would put on Sinfar. You think we can make a poker game with it?

edit:
Would it be easy to fix the icons so that they dont look stretched vertically?
If you drop a card on the ground, is there a model for each of them?
               
               

               


                     Modifié par Mavrixio, 21 octobre 2012 - 04:58 .
                     
                  


            

Legacy_ShadowM

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« Reply #5 on: October 21, 2012, 06:55:44 pm »


               That what I'm doing. Referring to my statement about 5 card draw,  five card draw poker. Like I said it like a real deck so you could play any poker game. I hurried and did the card textures, I'm sure that if I went over them with more detail or someone who a lot better at textures can fix them. I did not want to make them bigger because that would take up too much room in your backpack. I have not made models for each of them, but that can be done. If anyone wants to help on any part of this let me know and I can send what I got so far.
               
               

               
            

Legacy_Mavrixio

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« Reply #6 on: October 21, 2012, 07:21:36 pm »


               I can't help currently, but I am certainly looking forward to use it.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #7 on: October 26, 2012, 06:46:16 pm »


               <whistling...>

Wouldn't it be cool to deal out  a Deck of Many Things innocently disguised as tarot (Redhand?) cards in this fashion?

<...innocently>
               
               

               
            

Legacy_ShadowM

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« Reply #8 on: October 26, 2012, 09:28:00 pm »


               Yeah you could easily switch this over to a deck of many things, the dealer does not know what card is coming. It would be just a matter of getting the art together.
From the DMG:

Deck of Many Things: A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each
deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils.
As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or
worse.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before
she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more
cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented
from doing so), the cards flip out of the deck on their own. Exception: If the jester is drawn, the possessor of the deck may
elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is
the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To
simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If
no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each
card, summarized on the table, are fully described below.
Deck of Many Things
Plaque Tarot Card Playing Card Summary of Effect
Balance XI. Justice Two of spades Change alignment instantly.
Comet Two of swords Two of diamonds Defeat the next monster you meet to gain one level.
Donjon Four of swords Ace of spades You are imprisoned.
Euryale Ten of swords Queen of spades –1 penalty on all saving throws henceforth.
The Fates Three of cups Ace of hearts Avoid any situation you choose . . . once.
Flames XV. The Devil Queen of clubs Enmity between you and an outsider.
Fool 0. The Fool Joker (with trademark) Lose 10,000 experience points and you must draw
again.
Gem Seven of cups Two of hearts Gain your choice of twenty-five pieces of jewelry or
fifty gems.
Idiot Two of pentacles Two of clubs Lose Intelligence (permanent drain). You may draw
again.
Jester XII. The Hanged Man Joker (without trademark) Gain 10,000 XP or two more draws from the deck.
Key V. The Hierophant Queen of hearts Gain a major magic weapon.
Knight Page of swords Jack of hearts Gain the service of a 4th-level fighter.
Moon XVIII. The Moon Queen of diamonds You are granted 1d4 wishes.
Rogue Five of swords Jack of spades One of your friends turns against you.
Ruin XVI. The Tower King of spades Immediately lose all wealth and real property.
Skull XIII. Death Jack of clubs Defeat dread wraith or be forever destroyed.
Star XVII. The Star Jack of diamonds Immediately gain a +2 inherent bonus to one ability
score.
Sun XIX. The Sun King of diamonds Gain beneficial medium wondrous item and 50,000
XP.
Talons Queen of pentacles Ace of clubs All magic items you possess disappear permanently.
Throne Four of staves King of hearts Gain a +6 bonus on Diplomacy checks plus a small
keep.
Vizier IX. The Hermit Ace of diamonds Know the answer to your next dilemma.
The Void Eight of swords King of clubs Body functions, but soul is trapped elsewhere.
Balance: The character must change to a radically different alignment. If the character fails to act according to the new
alignment, she gains a negative level.
Comet: The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If
successful, the character gains enough XP to attain the next experience level.
Donjon: This card signifies imprisonment— either by the imprisonment spell or by some powerful being. All gear and spells
are stripped from the victim in any case. Draw no more cards.
Euryale: The medusalike visage of this card brings a curse that only the fates card or a deity can remove. The –1 penalty on
all saving throws is otherwise permanent.
Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is
unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or
reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure
the situation.
Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the
outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks
the character (or plagues her life in some way) within 1d20 days.
Fool: The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except
the jester.
Gem: This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value
each.
Idiot: This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional.
Jester: This card is always discarded when drawn, unlike all others except the fool. The redraws are optional.
Key: The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character’s
hand.
Knight: The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender
as the character.
Moon: This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams
therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two;
quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number
of minutes equal to the number received.
Rogue: When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever
after
hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be
substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect.
Ruin: As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost.
Skull: A dread wraith appears. Treat this creature as an unturnable undead. The character must fight it alone—if others help,
they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish
or a miracle.
Star: The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
Sun: Roll for a medium wondrous item until a useful item is indicated.
Talons: When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
Throne: The character becomes a true leader in people’s eyes. The castle gained appears in any open area she wishes (but
the decision where to place it must be made within 1 hour).
Vizier: This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any
single problem or answer fully any question upon her request. The query or request must be made within one year. Whether
the information gained can be successfully acted upon is another question entirely.
The Void: This black card spells instant disaster. The character’s body continues to function, as though comatose, but her
psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A
wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards.
Strong (all schools); CL 20th
               
               

               
            

Legacy_Tarot Redhand

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« Reply #9 on: October 26, 2012, 11:45:47 pm »


               Hmmm, my whiskers are twitching... Is someone, mayhap, taking my moniker in vain?

TR
               
               

               
            

Legacy_-Paganini-

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« Reply #10 on: October 27, 2012, 03:51:38 am »


               Very cool, keep up the good work.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #11 on: October 27, 2012, 04:17:58 pm »


               <looking around...>

Tarot Redhand wrote...
Hmmm, my whiskers are twitching... Is someone, mayhap, taking my moniker in vain?

Hopefully not, oh prince-of-getting-images-in-usable-form-in-game ;-)

But in that vein, it would warm the ****les (edit: I see we're playing "Guess the Censored-but-totally-inoffensive-word" again) of my heart to see some cool major arcana tarot (huge fan of Zelazny's Amber)/DoMT art combined with ShadowM's Card-shark system. 

Bloody good show, I'd think <no, boss. not the fake brit accent again. please>
Hah. Tarot loves it. <*no one* loves it. just stop>
You cut me to the quick. <anything to make you stop>

<...for who would *dare*>
               
               

               


                     Modifié par Rolo Kipp, 27 octobre 2012 - 03:21 .
                     
                  


            

Legacy_Rolo Kipp

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« Reply #12 on: October 27, 2012, 04:18:53 pm »


               <quite embarrassed...>

<...by his rookie double-post>
               
               

               


                     Modifié par Rolo Kipp, 27 octobre 2012 - 03:20 .
                     
                  


            

Legacy_ShadowM

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« Reply #13 on: October 29, 2012, 10:37:47 pm »


               Ok Cards version 1.00 is ready. There a lot more I can do to it, but I figured I get it out for some looks. What category do you think I should put it under on the vault? Hakpaks?, Module?, Other?, Prefab?, Script? It does require a hakpak for the art assets and and new item types.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #14 on: October 29, 2012, 11:43:38 pm »


               <wondering about tomatoes...>

I'd suggest Hakpaks & Scripts, personally ;-)

Seriously, divorce content from system.
Post the scripted system under scripts with the note it requires the art assets under hakpaks.
Post the art assets (with the potential of new card decks and fancier (Tarot) items, etc.) under hakpaks and link to the scripting system that uses them.

This also opens things up for alternative scripts to use your cards and your scripts to use alternative card sets from other authors.

Make sense?

<...and tomahtoes>