#Game Night Series
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New suggestion
: Perudo or I don't know what it's called in English ...maybe "Call My Bluff" or "Liar's Dice" To be clear, the pirate of the caribbean dice game
What do you need to play it?
5 dices each player
So you could just have 5 dices lol
xD y but how to hide dices for bluff ?
could be fun using a pz vanilla cup or bowl
Perudo a great drinking game 
Everyone rolls 5 dice under a cup, and the only information you have is what your rolls are. Everyone else's dice is hidden under their cup
Could work once the "hand" system is in place
Ah I wasn't aware of that part
Battleship is coming?
Anyone play with POGs in the school yard back in the mid 90s?
Memory Unlocked
nice one
good suggestion
@honest tinsel I found some much better quality sources for the tarot card images, especially for the Tarot2 deck. They're not blurry anymore and the caption at the bottom is fully readable. One thing, they're the original 200px width if you don't mind. 200px is already at the lower limit the caption being readable, and it's important to be able to read it
Also is there a way to set the default flip state of a card to face up. Makes more sense for prayer cards to be face up by default.
Updated my github repo with changes
I think for tarrot cards having it be slightly larger is ok
I can add something for flip states
I would probably only say the edges of the cards could be cleaned up a bit - but I can do that later
Awesome, I can even clean up the edges later. Haven't come up with a Photoshop workflow for doing it quickly yet
I was just going to drop in a warmish gray outline
taking it back to a little pixel art-esque
I was also thinking of ways to make card piles visible so that might help
Seeing piles will be really helpful for readability. Would help with the Pogs thing I'm working on too lol
Had a question: Pogs needs a new type of interaction with a deck, I'm calling it "Slam". Essentially, what it needs to do is randomly flip cards in a deck. So when you "slam" a deck with 6 cards, there is like a 25% chance a card gets flipped. As well the deck breaks apart and the cards are scattered in random direction and distance around the deck. Can this be done as a function in the Implement lua file?
Partially why I was reminded about it lol
It can be done as a function yes
I was also going to make the boxes have a function - where if you drag the pieces from the box it arranges them in the game start scenario
I need to probably refactor the entire mod in regards to game pieces and cards ๐
just trying to put it off
alot of things decks can do are inherited from game pieces
but at some point I added stacking game pieces - but the search function wouldnt work with that like poker chips - and neither would flip
It's becoming a full on sub-game within the game ๐
Yeah, the framework is pretty solid - I spent almost a year on it off and on
Which makes adding more stuff very easy
Did you see the commision message on Occult workshop page?
Also just noticed it's almost #1 on workshop ๐
I did not ๐ฎ
Cyberpunk fell off the top 9, but Occult will carry on ๐ชฆ
I think it speaks to the content size / theme
Been having trouble understanding how to add the "Slam" action to the context menu ๐ตโ๐ซ
That'd be something I would need to write probably lol
lol guess Iโll hold off on that for now then. The other aspects of the mod are mostly done, itโs just the slam in menu, and tweaking the distro. For collectible type items, I donโt want them to be found as a complete sets which defeats the purpose of collectibles so I was thinking of adding something that subtracts from the decks when theyโre generated they will all be incomplete in different, random ways; like a function that randomly deletes most entries of the deck items until only a dozen or so are left in the deck. Not sure if thatโs the best way to go about that though
For distribution you can't fill the pack beyond it's capacity
so what you could do is lower the chances to very very small and make multiple rolls
alternatively if you use something like unseal - you can better control the distribution by not using PZ's distro
Would this method make it still spawn as a deck, but with just a fraction of what the full deck contains?
No, that I'd need to write I think - making the pz distro work with it wouldn't really fit
Also game night fell off the top 9
๐ฉ
If you make a pog repo I can help you out on it @short yew
It's bound to happen. Every new add-on will give a boost to the older ones. And once the line up is filled out more and more people know about the mod, add-ons should have good legs outside of workshop algorithm
Invited you to the repo
Also:
Itโs Pogman!
Spiffo can meet Pogman
You got a repo?
Oh wait I forgot you invited me lol
Yeah, I thought I remembered sending the invite lol
So with the Pogs, I modified the rotate from the Tarot so the pieces randomly rotate the full 360 when drawn. Then for the "Slam" action, I was trying to do something like a looped "Deal" action until the deck is empty, sending each card to a random location (should probably make it radiate out from the location of the deck or limit the random within a certain range of the deck). Then after, each slammed Pog has a 25% chance to flip, minus any mood/hunger debuffs. Wasn't able to test this far because I couldn't add to the Context menu, which is where I left it
Cool, whenever you have time
Itโs been nice going back in time thinking about these old games that were popular back then. Some are still popular, others are basically lost to time
The server formerly used for game night testing will now be known simply as my test server. Currently testing EHE.
https://discord.com/channels/908422782554107904/1214614856762794064
You can still test game night stuff, as the spawn in location is safe to play in.
- Added piece rotation support (drag and scroll).
- Catan: Remade roads to work with rotation.
- Remove piece cool-down in SP.
- Added cool-down setter when picking pieces up.
- Added new
dealCardsfunction.
Tags
Build 41
Framework
Misc
Multiplayer
Pop Culture
Silly/Fun
Type
Item
File Size
18.225 MB
Steam Client Link
steam://url/CommunityFilePage/3058279917
Neat
yayyy
@honest tinsel Hello , input idea: would it be possible to run mame32 games with the game night interface? making all the arcade machines usable? Or maybe I'm dreaming too much?
Mama32?
I looked into Lua Roms
It exists but it would need a whole new rendering system I imagine for the graphics
Would be sick to have Pokemon Roms and stuff
Also wouldn't be part of GameNight at that point lol
I've wondered about somehow getting DOSBox to run in PZ (PZ-Dos), but it's probably way too hard to do lol
I think this is what I ran into before
There's the computer mod by Voldar on the Workshop that has a working screen so rendering graphics within in game itself is possible
https://www.youtube.com/watch?v=mg-obeMNriA
Playing asteroids inside project zomboid !
Make the apocalypse yourself!
Well yeah the UI stuff is possible, its just alot of work lol
immersion thing, but it would be cool if boredom went down and happiness went up while playing the games ๐
Bordome should be going down, didn't think to do happiness. ๐
@honest tinsel dudeeee this mod is awesome!!!!! been playing cards with some friends for a while now and were having a blast. we actually made a zombie free server just to play games haha
i wanted to ask, is there any chance of a magic the gathering plug in coming in the future?? i dont know if theres a way to build your own deck and change around the cards, but maybe a couple of prebuilt decks would be cool!
opening boosters or finding single cards to add to your collection would be so dope
i can picture me and my friends looting stores trying to get all the boosters and then playing with our new decks
also playing gwent using the original cards from the witcher 3 would be so fun!!
anyways maybe its asking too much, i really now nothing about coding; buttttt im a graphic and 3d designer, so i could take care of all the graphic work! (even if its not for mtg or gwent haha)
i just really loved the mod and would be happy to help
๐
also! id love to make minis for dnd and maybe warhammer so if you want me to just let me know!
oh and i also speak spanish in case you need translations or anything
thats it haha, thanks for making this mod man! cheers
so back at the start of game night development AFAIK someone was working on several card based mods
MTG alpha set, but it was for use with another mod, I am not sure what ended up happening with the modder
assets were finished I think, chuck might now what ended up happening with it
if you wanted to go about it on your own, you could probably rip a tabletop simulator mod and get card scans from them for a base
if you don't own TTS, steam cmd u can download workshop items. but not sure if it will work with TTS.
thankss ill give it a try! is there any tutorial or some sort of guide on how to make a game night plugin? ive never made anything like this before
also, is the deckbuilding idea possible?
I have the art for the Alpha Set ready to go into a mod, but there are a few complicated features that are needed to properly do MTG, like deckbuilding and also close-up view of cards because the text is so small, it's not legible at the size the playing cards are
:0
There's another mod in the works, when that's done, I was planning to look more into MTG
I got pulled into EHE testing, but searching a deck is basically deck building
The system I was thinking was having different cards pools. Red, White, Green, Black, Blue + their mana. (Maybe even have a rare pool with Black Lotus) Then having a list of all the color combos and the system building decks based on that
So for a 60 card Boros deck (Red/White), it pulls 10 red mana, 10 white mana, 20 red cards, 20 white cards, all at random from the pools
That way every deck found in the world would be unique
And of course players would be able to customize their own decks
Ah for deck packs or builder packs
Yeah that should be doable too
For the unseal option or when decks are first discovered
yesss i was thinking of making a textless version of the cards kinda like mtg arena with just the name, att/def, cmc and picture; and then maybe a little info button like the one with the mod instructions to display the card effects and text (just an idea tho, i dont even know if thats doable)
ohh thats rightt duh, ill start playing around with this tomorrow then and see what i can come up with!
that could actually work for the boosters too!
i think ill start with a couple of my own decks to get familiarized with the mod
ill show you what i come up with later!
thanks guys, i swear ive been wishing for something like this for ever haha, it actually makes so much sense to go around the world collecting cards and building decks to play against other people
a couple of my friends who dont even like zomboid actually want to start playing just to do that haha
https://ufile.io/4uqgytdg
These are all the cards from the Limited Edition set I put together if you want to play around with it. Wanted to keep it to that version for lore accuracy reasons
Got scans from Scryfall and organized and cleaned them up
Thing is the resolution of the cards is the minimum they can be. Any smaller and they can't be read so there needs to be a way for the cards to be scaled down in Game Night, with the option for a close look that shows the full res
This can be done
There's an option for hard overwrite of texture size
I'll need to test it out
Can also add deck building features into the base mod
Would also be useful for the Pogs add-on
To view them in detail?
Well that can already be a thing tbh
The current way decks are defined just use the names/textures etc
The way to randomize it would be to simply exclude some names lol
Like 1 list of all the cards, then you build a list using some RNG
I know a lot of TCGs have a pool per package
Some have standard sets
yesss
there are also prebuilt decks that are kinda shitty
so it would be cool to be able to find the prebuilt decks
and start opening boosters to improve them
and finding a couple of singles here and there
and then decks that are not sealed, that were actually made by someone before the apocalypse
or binders with random cool cards
just throwing ideas haha
All good ideas. There are outlines in the mod files, but I need to make an official guide too.
Would help get more people involved.
yess i checked the uno and poker cards and got a hang of how the system works, its pretty well explained! maybe recording the making of one of the plug ins helps too
ill see if i can get a couple of the guys i used to play mtg with involved
theres a couple of programmers that might want to give us a hand
Card zoom I think chuck and I talked about while ago for sure itโs a must have in tts card games are unplayable without
Imagine pulling a black lotus but itโs the apocalypse. ๐
In the Implement lua in Game Night, does the applyItemDetails.addDeck
happen every time an item is found, or once at start?
Is there an example of applyGameNightToItem being used?
In applyGameNightToInventory
Which in turn is applied in:
function applyItemDetails.applyToInventory(ISInventoryPage, step)
if step == "begin" then
applyItemDetails.applyGameNightToInventory(ISInventoryPage.inventory)
end
end
function applyItemDetails.applyToFillContainer(contName, contType, container)
applyItemDetails.applyGameNightToInventory(container, true)
end
So on the begin step of inventory render
and when containers are filled
When items are 'applied' onto it's only ran once, the item is added to a list
Took at stab at the MTG deck builder system. Super, super rough. Is this the right direction for something like this? It's supposed to go before applyGameNightToItem
Wasn't sure how the register work so I combined all the tables into one to register them all
I will look this over, and also help with Pogs when I get the chance to sit down.
The MTG decks so far are starter decks? All identical?
I was thinking about booster packs, and I think registering them as decks actually doesn't work cause it's a one time thing.
So I'll probably add a function similar to unsealing boxes.
I'm sure booster packs have a pool of cards with known % chances. That can still be a list, just not a "deck".
Alpha boosters had 15 cards
1 land
10 common
3 uncommon
1 rare
So we'd just need pools of each
Right now I just made randomly generated 60 card decks based on different colour combos. But the recipes could can be adapted for boosters as well
Not sure how deck compatibly works though so the way I tried to do it, the mod night not consider them to be the same set of cards
I think they need to be the same item type iirc
I had to add that protection cause of issues caused by mixing uno cars and playing cards
hey guys whats up, ive been playing around with the mod and made spanish playing cards
i wanted to start with something easy before getting to mtg
i tried to make a script for the boosters with the help of chatgpt but i couldnt get it to work xd, so i think ill stick to making textures
if you need any help with that let me know!
or if you can share some beginner modding tutorials so i can start learning and maybe give you a hand with scripts in the future id be really grateful!
I think Chuck and oppolla are working on some type of booster pack distribution system! (Or at least discussing it the past few days.) You've come at the right time.
They look great. Nice job
Also if you'd like I can also help with your card game + make a poster
If you have a GitHub repo or workshop
does anyone know on the "game night" mod some of the items say "in use" and cant be moved is there a fix? we don't wanna have to pick up the board mid game
@honest tinsel
You will unfortunately have to pick it up.
Is there a specific type of image file Game Night needs? Been trying to get the cards to work with the mod but it's failing at addDeck
I've tried every possible thing I can think of but it's always crashing on start. Even with a single card deck
๐ญ
The image shouldn't matter
Even used the old working playing card one and swapped out only the image and it's still failing
Are you working on MTG too?
Got a repo?
My guess is the format is off
I was also thinking about it and it would probably need something specific to make mtg work
I just want the cards in so I can play around with it
The 'Deck' would need to be the entire card catalogue
If you make a repo I can take a look
I'll get one up. I rage deleted so much lol
Gonna take a break. I'm too tilted rn lol
No worries, these are sort of huge under takings lol
modding like nurver
Okay I sat back down cleaned it up so the idea comes across better. I included two versions. I think the alt version of the implement lua is better, I went with the current as a desperate attempt to get the cards to generate. Still can't get it to for some reason
What I have there is most of what's needed to play the game from a purely gameplay perspective. Card scale/zoom is the only other thing
Don't really know how decks work under the hood so it could be a lot more complicated
Worked on it a bit more yesterday. Itโs as good as I can do without actually being able to test it
Sorry, got side tracked with other stuff
Restructured Pogs mod to workshop folder style
and updated both mod's IDs (MTG and Pogs) to fit the styling
weird, I can't find the pogs mod in the list
fixed
There's a few slammer icons missing btw - idk if specific numbers are required/expected
slammer series1 8, 9, 28 - all the pogs are accounted for
ah 8 and 9 were under 'metal'
Pogs seem ironed out
I still need to work on the slamming aspect
also ran into some potential sync issues and resolved them
gamenight needs to be updated to make pogs work 100%
Not sure how pogs come distributed - but some sort of pack mechanic needs to be implemented for both pogs and MTG
Thanks for cleaning them up!
Not fully sure how to do slamming yet, like if it's just a right-click context menu option, or if players should also have a slammer in primary/secondary and it also gets randomly placed onto the UI after the slam action
Is it possible for an add-on to connect directly to applyGameNightToItem and bypass the deck catalogue part to build the items? That was kinda the direction I went with for MTG
I made seperate tables for the different pools. Combined them to make the catalogue, then have a different system that builds the decks from the seperate tables and sends it directly to applyGameNightToItem
I'd need to see it in action - jabnt looked at MTG yet
@short yew I'm adding tooltips as part of the trading card game aspect - is there a list of these? ๐
Or do you think that would be overkill(?)
list?
Like for the text on the cards?
Yeah
Thinking ahead
I guess having the larger texture appear as a tooltip works too
The text would probably have to be manually typed out for each card, or at best manually copy and pasted. Feels redundant if card zoom becomes a thing
Adding too much UI on top of games feels like it strays from the character of the games to me
There's something about the cards being all there is feels more pure to me
Tool tips that help navigate the UI could be helpful though if future games start adding more unique mechanics specific to each game
There's already tooltip stuff for pieces - the monopoly board has them
Hopefully the zoom is works out lol
Yeah, tooltip is always a fallback. I'm willing to manually type or copy paste it all if it comes to that lol
Would increase the workload by a lot for any future expansion sets others would want to add though
There's also the issue of symbols in the text
I noticed that there are rare lands, are those also counted as lands for the packs? or do they count as rares in that case?
Also where do artifacts fit in?
I'm not fully sure how rare lands fits into deck building. They're rare cards so they wouldn't be in too many decks. Maybe reserve them for only packs? @cinder tide might have a better understanding of them
For artifacts, I was thinking cutting an amount of normal cards and replacing them with artifacts. So for a mono White deck, have 24 normal white cards, + 12 artifacts
And proportionally the same for duo decks
Do they not come in boosters?
They're also in boosters, and I think they can range from common to rare
But that needs to be defined first
I half did it
There's a starter set you could get which is still random
So for a 60 card starter set you'd have like 2 rares, 6 uncommon, and the rest commons and lands
Not sure how the colors were divided in the starter though. Maybe @meager lantern might know
I redid the catalogue building to be a bit easier to scale around
I think for the rarities, it's just a matter of relisting them unfortunately
I could be wrong, but I am pretty sure there were only dual lands back then
artifacts seem to just be rare or uncommon
un-fuckin real i saw tropical islands in unsorted boxes back in the day
never realized how much they were worth
im assumed it counted as a rare and not at as a land
more desireable mana color combinations
or just how many were produced ig
found one
And to clarify lands are not counted in the common/uncommon pool right?
I wonโt be home til later tonight but I can finish the rarity table. Only reason I stopped was I thought there might be a better way
No rush
Lands are their own pool
I applied the artifacts rarities
All that is missing is I assume the huge pool of uncommon cards?
Yeah but I'm guessing of the available cards a few are U
Going with this approach
These are the internal card IDs in the deck object
I have the card names in the main table using altNames
For the booster mechanic I'm thinking it can create a deck object then fill it accordingly
You have most of it it looks like
General idea of it
I assume this game is easier to implement? ๐
If you need help with it lmk
I suggest making a repo on github if possible
Going to add the booster logic if possible into base game night
not sure how that's going to look, may have to stay in MTG - but if trading card games work - that would be rad
I tried reading out to the MTG mod author previously but they never responded
this was way back when
and the pokemon card mod author is probably a no-go

quality looks great
Wow that was quick, looks great!
How were you thinking of doing the card zoom? Right click context menu, hot key?
Thinking about that
maybe context menu + if you hover over the card without interacting with it?
In tabletop simulator I think itโs a hot key + hover which I found worked well
Curious what was wrong with my implement lua that made it not work. It was driving me crazy lol
There was some stuff towards the bottom missing ends
half of the file was getting eaten - probably breaking the file itself
That sounds like something my code would have ๐
Would using shift make flipping a harder? Thereโs also a โtapโ function that I roughed in
Not sure if that would demand a dedicated hotkey, will have to test it
I think my future plan to refactor cards into the game piece handler is probably going to have to come sooner
Initially I wrote cards and pieces totally separately, and now a lot of stuff is overlapped
Some features for pogs don't make sense cause cards are rigidly set
And I added stacking game pieces a while ago
So this stuff should just be merged to make slight changes per game easier
Eventually it will be done lol
Itโs so nostalgic seeing them together. Just like recess in the 90s ๐ฅฒ
ive wanted to do talisman
hey guys sorry for the late response! ive been drowning in work for the past week
i think alpha had 2 color decks with mostly common cards
nope just checked, its 2 rares, 13 uncommons, 45 commons random colors
and it only had 10 lands
so its basically a big booster pack, not a game ready deck
actually i just found this
Different print sheets (common, uncommon, rare) were used for each rarity in Alpha. Each of the sheets included different basic lands, but the rare sheet had only five copies of Island. That means the chance of getting a basic land instead of a regular card would be different for each rarity: 4.13% for rares, 21.5% uncommons and 38.84% for commons
so theres no set number of lands
i guess adding a few lands to the different rarity lists would be the most accurate way to do it
yess! haha i just used the script for the playing cards and chanched the names and textures
ill do that tonight and send it here!
let me know if you need a hand with this!
We can just find some middle ground numbers that work. Taking it to the sheets level is probably too far lol
Best option is still pre-built decks found around the world I think. Then you would find boosters at some stores. Or if you want to do booster draft type events
This is the complete rarity list. It's in the old format though. Caught some typos. Are the altnames in the image files?
Altnames are part of the table that gets used for the catalogue construction
Ah okay. Took me a sec to figure it out
Yeah its kind of confusing
๐
Normally you'd name the files the cards name
This is an alternative to have all the same icon
Like with monopoly
I need to write up an in depth guide
lol yeah i was just pointing out that theres no fixed number of lands in the starter deck
itd be cool to have both, since starter decks are just big boosters basically
@short yew i can write the script for the prebuilts if you tell me how to, i mean i dont really know how to write scripts but if you send me an example i can start building different deck combinations and listing the cards, so you guys can focus on the actual scripting ๐
The repo is up, I'm still working out the booster system
I just wasn't sure what the results should be
Rn the entire catalogue is under 1 item
From there you can pull specific cards from the smaller pools
Yeah, the Github page is posted above if you want to take a look at the code we have so far. Right now we just have the Alpha deck, but it should be easily expandable in the future. I'm not really sure yet how comprehensive expansions should be, or which ones people would like? If we were to fudge with the release dates a little and include pre-block expansions like Arabian Nights, Ice Age, Fallen Empires, would that be something Magic players would like? Or are those expansions too bad? What are the must have (pre-modern?) expansions and blocks in your opinion?
Game Night Series
Did I get the uncommon/rare artifacts flipped? ๐
---Lands could appear in any of the spots
--The chance of getting a basic land instead of another card is approximately:
-- 4.13% for rares, 21.5% for uncommons and 38.84% for commons.
-- The only lands on the rare sheets were five copies of Island.
"AlphaBoosterPack", -- 11 common, 3 uncommon, 1 rare -- [16]
"AlphaStarterPack", -- 45 commons, 12 uncommon, 3 rares -- [17]
Am I to understand boosters could have any color?
I see the deck archetype listed in the file, but were those boosters you could buy?
Yeah I think boosters and starter box both have random any colour
The deck archetypes were for pre-made decks found around the world. Like in school desks, a hypothetical person in game made them
I think with more and more games being added, we're gonna need to spread them out across different distro containers
Pogs and MTG make sense to be found in school desks which are underutilized rn
nice idea
Indeed
I think this occurred to me too as people kept saying they couldn't find games. The vanilla distribution is a bit rare maybe.
awesomee ill check it out tonight and start buidling decks
One aspect of deckbuilding we haven't figured out yet is how many artifacts to include in each pre-made deck so if you have any ideas how to do that..
Well the premade decks can be badly setup cause it's like dumb kids right?
You could also have too many cards
Basically generate a few boosters and pool the results
Being drawn randomly from pools should make for bad decks. Most kids didnโt even know how to play, they just liked collecting like how Pokรฉmon cards are now
I think so. It incentivizes exploring the world to find better cards. Wouldnโt be too fun to find a ready made competitively viable deck lol
When I collected Pokemon I would just want 1 of each, I didn't care about the trainers or energies
I don't even think I could play a game
I had so many duplicate cards for Pokemon and Yugioh
I'd like to eventually add those games too
I think someone added YuGiOh as a mod already
It would be cool to incorporate that mod somehow - idk if that's possible.
The framework for GameNight is somewhat specific
Once MTG is in, wouldnโt other trading card games just be a reskin?
Yeah
The pool % of cards might need to be changed
Not sure if I can make that a part of the framework as they're so specific
But the action of opening boosters, the item selecting some of the cards from the catelogue instead of the whole thing etc, would be the same for sure.
The Yugioh mod looks to have a very comprehensive library of cards, if you can reach out Iโm sure theyโd love to have a playable version
The thing about the card games is with so many card images, the mod size becomes huge very fast lol
Yeah, I would want to stick with the first two starter decks
Idk how far they went with it
Think the Pokemon mod had some type of binder for card collectors
Game Night X Paper API crossover? ๐ค
I think it did, but that can just be handled by the search function.
- the Pokemon mod author is mostly likely not cooperative
Rather not deal with them myself lol
Very nice
Did you ever figure out a way to show player hands? Right now it's expected they use the inventory, right?
Seeing it all laid out now, I can see better how it's going to be played in PZ
I like the size you have there. The image art should be enough to identify a card, might have to test to find the ideal size
This one looks like it has a good card to table ratio to me
I used the same aspect ratio from the playing cards you made ๐
Not yet, I need to do that
look at this news from Italy: google translated "Pokemon scam, maxi seizure in Rieti 30 thousand fake cards in the crosshairs of the Guardia di Finanza, the rarest could be worth even more than a thousand euros. They were sold in specialized stores and at fairs. 31,360 counterfeit Pokemon cards, some very rare, were seized by the Guardia di Finanza of Rieti during some checks aimed at combating the phenomenon of counterfeiting and commercial abuse. Cards, which are no longer used only for gambling, have become real investments to be put to good use, with ample gains on the international market." ๐คฃ
Not surprising as people are using them like NFTs
it depends on the deck and the artifacts really, some decks dont really need them and others base their strategy around artifacts
same with instants, sorceries and monsters
green and red decks are monster heavy while blue uses more instants for example
i mean mostly, depends on the strategy and mechanics they use
I wrote out a booster roll, and now each found deck is 4 boosters
oh kinda like a starter deck
Could tweak the process to have some semblance of strategy
Yeah
But also for stuff found in rooms and schools
i think the easiest way to approach the found deck would be having different lists of fixed decks actually
i built a few already
The process is pretty open, can include those too
that way you could play straight away and then build a focused stratgy
Did they sell starter kits?
awesomeee
only the starter decks
that were basically big boosters
but no prebuilt starting decks
Ah so what I have already lol
yeah hahaha
the decks ive built are mostly jank
only uncommons and such
so that opening boosters would be the only way to build competitive decks
the thing with randomized deck building is not only that they wouldnt be built around a strategy, but also the mana costs and type of card balance would be way off most of the times
it does make sense when finding them in kids rooms and backpacks
but fixed decks here and there that are actually playable right away would make a cool finding
is there a way to add them to the houses where theres chips and beers in the livingroom? or maybe thats too complicated
itd be cool to enter a house and find a group of nerd zombies who were having a game night when they died haha
I was going to look into that stories mod
To add that
Otherwise it would fill the games spots - which vary between bars, bedrooms, stores, malls, etc
all the first expansions added different mechanics and new stuff that improved and balanced the game really, but i think mirage, revised and antiquities added some of the most important ones. anyways i started playing much later haha so my favorite sets are modern, but i could start adding sets in their actual order and skip the ones that were straight bad
I think alpha is good for now
If you know some basic deck ideas I can implement them
i built a couple, here
Iโve wondered about having cards findable when foraging in certain zones like school. I added a lot of my own items to forage for my map and itโs pretty easy to do
Is it a list of 60 cards per custom deck?
I figure people can add the modern cards in future since these early decks might be foreign to most players now
We could include a template or something to get them started
Would simple for future addons to insert into the alpha catalogue?
?
oh, sorry got distracted
Monored
-
Mountain (24)
-
Hill Giant (4)
-
Goblin King (3)
-
Orcish Artillery (3)
-
Goblin Balloon Brigade (3)
-
Goblin Raider (3)
-
Lightning Bolt (4)
-
Fireball (4)
-
Shock (4)
-
Incinerate (4)
-
Stone Rain (4)
Monoblue
-
Island (24)
-
Air Elemental (4)
-
Prodigal Sorcerer (4)
-
Merfolk of the Pearl Trident (4)
-
Phantom Monster (4)
-
Counterspell (4)
-
Unsummon (4)
-
Boomerang (4)
-
Divination (4)
-
Mind Control (4)
Monoblack
-
Swamp (24)
-
Nightmare (4)
-
Royal Assassin (3)
-
Hypnotic Specter (3)
-
Drain Life (3)
-
Drudge Skeletons (3)
-
Terror (4)
-
Unholy Strength (4)
-
Dark Ritual (4)
-
Paralyze (4)
-
Mind Rot (4)
Monogreen
-
Forest (24)
-
Llanowar Elves (4)
-
Lure (4)
-
Grizzly Bears (4)
-
Ironroot Treefolk (4)
-
Shanodin Dryads (4)
-
Regrowth (4)
-
Giant Spider (4)
-
Hurricane (4)
-
Stream of Life (4)
Monowhite
-
Plains (24)
-
Savannah Lions (4)
-
White Knight (4)
-
Mesa Pegasus (4)
-
Samite Healer (4)
-
Benalish Hero (4)
-
Crusade (4)
-
Healing Salve (4)
-
Pacifism (4)
-
Disenchant (4)
these are bases for monocolored decks, although i still wanna tweak some stuff for each one, id like to have 2 or 3 copies of each card, so theyre more diverse and less focused
that way if you want to really rely on a couple cards youd have to find more decks or open boosters
also im changing the stronger ones for some jank versions so that the decks arent too overpowered
i also have 5 two-colored decks but maybe itd be better if you could only find monocolored and build from there?
or maybe just having a few janky 3-colored decks would be better so that you could choose one color and start focusing on that, what do you think?
yep all of them have 60 cards
exactly haha
Could also have some of the cards be random tbh
Like pull red cards for a red deck
Keep the key cards
Btw is 24 lands normal?
Were people making duo decks initially or nah?
yeah not competitive ones but yeah
i was thinking the same, but i didnt know if it was too complex
It isn't too complex, I'm just worried people will find decks and see they're not their color and move on - or each deck doesn't have enough variety to make it worth looking for them
I could make it complex and have like 7-10 boosters, and have it try to form a mono or duo deck from them
and have the remainder of the cards left in another pile - or removed entirely
But at that point pulling from the pool of colors would be less intensive lol
old school logo colors look nice
Yeah, had to grab the new logo and modify it lol
It was a bit choppy at fully scale, glad it cleaned up when shrank
Going to need to get around to a hands system sooner than later
that will be great
can make games like coup actually playble
and basically every other card game viable lol, since you know everyone will peek
well currently the system would be to hold the items yourself
so all I'd be doing is displaying what you have in your inventory
true i forgot they'd just keep it on their player
Should work... maybe require them to equip it to avoid issues like carying extra games
This was the old MTG ad if you need some inspo for the cover art. I took the tagline from it
Pushed a small addition as well. There were 2 classes of cards that weren't used in Alpha but were added the early expansions, so I made empty tables for them so any future add-ons and plug into those tables
"Spells" were enchantments and instants. "Special Lands" were colourless lands that did something when tapped
I'm not super familiar with the modern format but there were others like "Token" cards that we should also account for
I've never played mtg lol
I think the additional tables may not be needed as the process for adding cards would be to tap into the creation functions
mhmmmmmmmmmmmmmmmmmm that and blue decks lol
blue decks weren't a thing?
Oh were they OP?
used to play friday night magic at local shop and play booster draft rounds everyone bought in and then would pick a card and pass the rest of the pack aroun and make decks, got to keep your deck at the end and prize money/pool
ya for sure
i think its good besides time period accuracy to not venture into the newer stuff just really complex game mechanics lol, not like necessarily that would need to be implemented just a lot more to the game now and card abilities
As long as the process for adding additional sets is simple. The way I envisioned it was the decks found around the world reflects the MTG sets you've enabled. So if someone wanted Alpha + Mirage + Urza's Saga, the decks found around the world would be consists of cards from those sets
In addition to boosters which would only be cards from a specfic set
Booster draft format will be possible to do in this ๐
Yeah I already have the booster logic
Even takes into account that the lands included in rare sheets were island only(???)
Here's a link to the sheets if you want to go in too deep ๐ตโ๐ซ ๐ ๐
https://www.mtginformation.com/uncut-sheets
MTG Information
Idk if I wanna get that detailed lol
I might remove the island on rares thing
Kind of thinking we should add the missing cards too?
Which missing cards?
Alpha, Beta, Unlimited, Collectors Edition, and International Edition all have identical sheet layouts.
The caveat being that the Alpha sheet is missing Volcanic Island, Circle of Protection Black, Island (C), Swamp (C), Forest (C), Mountain (C), and Plains (C). Instead on the Alpha sheets these cards are replaced by basic lands.โ
Also, doing some surgery on the base mod - moving something out of applydetails and into the deckhandler directly
So for implementing decks you'd be calling on the deck handler
I didn't realize each item was carrying it's own version of alternate icons and names lists
so every single card/deck for MTG had everysingle card's possible name ๐
Made it clear these lists on load - but I'll need to update the base mod + occult + mtg
Oh yeah just checked and those are missing. I'll add them soon. Basic lands will get one new entry each. One more rare land. And one new white card
We can say The way Alpha edition it was meant to be played. ๐
Or that ๐
This would also be effectively base beta right?
Or Unlimited or Revised. I haven't dug too deep into all the small differences in those old versions
Worked out the examine feature a bit
The close button needs more padding
Feels a tad big lol
It's definitely a zoomed-in view lol 
How does it currently work? It shows the last card you selected close-up view for?
Right now it's an additional action - so under context menu
Opens a new window/panel
That's the full texture size though
Not sure if examining should scale down - rather have the default texture scaled at the file level
I can use a batch editor - just not sure what size would be normal
Also can't use shift click on cards to examine - as it fires the shift action lol
could use alt click
or double click
but that might trigger movement
Is there a limit to how many hotkeys you can use?
Cause for gameplay purposes, actions like tapping and untapping which are used a lot might need their own, along with the zoom
Yeah
Would be something to consider when testing
UI window Tetris time ๐
I guess examine could be an attached window ๐ค
Do you think 66% for the full sized would be ok?
It should be. Basically as long as all the text on the card is easily readable, itโs good
This is 66%
I adjusted the UI -rather than batch edit 300 images lol (yet)
Maybe I should leave it in the UI - I don't think it's intensive
I like having options
Going with 75%
MTG will use all the Game Night UI windows depending on the cards. Hands and zoom are the main ones. Certain cards have you searching decks too
In terms of features, if it can handle this, it can handle everything
Being user adjustable like the main window would be good
How card zoom is implemented in magic arena and table top simulator is more a temporary toggle. In Arena, when you hover it zooms, in TTS itโs when you are actively holding the hoykey
Itโd save UI space if it was temporary
Like if you hover over for a bit?
It is temporary, but Idk if right click examine should be the way to go
Just checking it again now, it's a very slight delay once you hover over a card. That system feels pretty good
And it can pop up right over the play area
Players would just learn as part of the UI not to hover when they don't want to zoom
Hotkey method would work like TTS. Players could hover
But that doesn't really add anything, and wastes a hotkey
Working on hovering
Woah that's it
I LOVE that you're adding MTG, my pals and I play commander every weekend and I'd love to drag them into playing Zomboid with me. I think it'd be hilarious to trade cards based on in-game items "Hey pals, I see you're starving, I got three cans of food if you gimme... Iunno SOL RING?" I can only imagine the shenanigans.
Glad to hear it
Hoping this work with TCGs pays off a bit lol
@short yew I plan to write out a more detailed guide - if you could describe your process for finding/processing scans, I would appreciate it ๐
note to self: need to update game-night and occult
Just occurred to me the zoom would also work really well for the search UI and player hand UI, maybe with a slightly longer delay
man this is looking so gooood
i know you mentioned binders earlier, but what about deck boxes?
Already added to search ๐ง
I still have to work on hand stuff
Deck boxes?
actually more time period accurate i had some tournament boosters from early 2000s and the box the cards came in folded up into a deck box / carrying case
just something to hold the cards in
renamed game night container
I think starter sets came in boxes(?)
there was aftermarket storage boxes too
But the cards can be stacked - so I would assume storage isn't a problem
more so a vanity thing.
This is one massive upgrade from the other mods that add TCGs lol
Those are nice :0
Could add a little deck holster lol
Hmmmm need to do something unique for the hover over stuff
Currently breaks if you try to play and search a deck lol - cause you're only allowed one examine-UI
@honest tinsel @cinder tide i can work on the deck boxes if you want me to ๐
and binders
also thought about making a board that works as a playmat
and making a few designs
like this
That sounds fun, as long as it's circa 1993. The boxes would need a large texture for the models, I can do the item icons for them if you're not sure
dont worry, i already made custom boxes and textures for the other plugin
btw ill upload it later today or tomorrow
ill look for alpha merch but i was thinking of using cards art
If you know how to use github that'd be the easiest
heyy wouldnt this be a good way to show hands?
of course!
i dont and ive been procrastinating on it lol but im sure itll take me 5 mins
these are my boxes
Looks like you did a good job on using the template I left ๐ฎ
Did you use the PSD?
didnt see any psds, just used the png as a base ๐
Well, these would be third party boxes people would have bought to hold their decks right?
I'm just worried people will see a red/blue/black box and move on - not that it matters lol
Also may still include "decks" featuring random cards from boosters
I guess a case for every color is ok - I can worry about the contents later
some person is going to want to collect them all
Looking really great! How does it enable for MTG and not playing cards? Something like a true/false setting?
It's an added 'special action'
the registered stuff for game pieces
I added support for deck handler stuff
Itโs always an option to make the holder boxes craftable only? A lot of kids just kept their cards in cookie tins and things like that. And made their own art
looking so good
no, i actually thought of the boxes as a separate empty box that youd have to find yourself
thatd be awesomee, is it hard to make it a craftable recipie?
Nope, recipes would be pretty easy. The thing is would they just be made of cardboard? Or?
The game lacks much arts and crafts items lol
Imagine trying to paint a cardboard box in the apocalypse though
haha maybe you can make them with papers and markers lol
no, i was thinking that if the cards come in boxes like the uno cards maybe you could then right-click the item and turn it into color you want
like a reskin of the original container
that way you wouldnt have to find the box you want
and you could still have different decks and see their color in your inventory
Added the cards missing from the Alpha Sheet. Haven't put them into the tables in the lua yet
(Lands)
MTG Alpha Black Land 3 -- Swamp
MTG Alpha White Land 3 -- Plains
MTG Alpha Red Land 3 -- Mountain
MTG Alpha Blue Land 3 -- Island
MTG Alpha Green Land 3 -- Forest
(White)
MTG Alpha White 46 -- Circle of Protection: Black
(Rare Lands)
MTG Alpha Blue Red Land 1 -- Volcanic Island
Resized to match + added them into the lists
Is tapping just 90 degrees to a specific direction and back?
Rn it rotates all the way around
The hand is a modified search window
doesn't close - only appears when you equip a deck
can be moved around
currently bugged out tho - as the player refuses to deequip the cards lol
going to probably adjust the size a bit - maybe make it adjust according the hand size too
Tapping is a 90 degree turn counter clockwise. And untapping turns it back upright
So if possible, it gives the option โtapโ when a card is in the normal state, and the option โuntapโ when itโs in the tapped state
Itโs the action that needs its own hot key in MTG. Itโs done a lot per playerโs turn. Alt key?
Yeah hand UI a little tricky. Not sure what the best way to go about it. Maybe optimize it to show 10-12 cards, and any more it spills onto a next page or scrolls? The cards should be large enough that you can easily identify what is in your hand
I can try to do a system like hearthstone
Like cards floating at bottom of screen?
Maybe off to the side? I usually set the main UI to max size. Left is overlapped, right is grid
Did some quick mockups to help me visualize
Does anything currently take that spot below the search window?
Looks good
How does equipping a deck work atm? When cards are drawn, theyโre currently individual in the inventory, right? Equipping any card enables the hand mode?
Yes
When they're drawn it goes to inventory
I was thinking if you have a compatible deck equipped the card would go there
Just need to clean up some behavior that's weird
Like it used the card that is equipped to determine what cards show in the hand? So if you have both playing cards and mtg, if you equip a mtg card the hand becomes all mtg in inventory?
I basically copy pasted the search UI and massaged it into the hand system but there's already alot of overlapping code - might go back to crate some sub functions
No the actual pile of cards equipped is what's displayed
You can drag cards off the game window int your hand area
Ah okay that makes sense
This would make all card games like poker etc much smoother easier to play ๐
Iโm getting ideas like the card in hands ui moving up a little when you hover on them but I donโt want to feature creep too much lol ๐ฌ
gwent in pz lol
I was going to make it like hearthstone
Where you can hover over a few of them
And the center most gets big
I think it does that right?
Yeah the hovered card rises and enlarges a bit
I also want to look at transition animation if possible idk tho
Basically set a place the item is going to and having it move there over time
Like for the main ui window?
Yeah
Figured out the equipped issue
Still having issues with the search/hand UI interacting not sure what's going on the UI event doesn't fire
Getting there
Learned the hard way interacting between windows is kind of unique
I had events for on mouse up from the game window expecting search stuff - and it worked in the past
but it seems like having mouse up events on the search window cancels the mouse up from the game window
mouseUpOutside < mouseUp basically
messed with the highlighting to show up as before or after cause I don't want to bother with swapping cards like that lol
cant wait for the first person to comment "my friend starved to death while we were playing uno, 10/10"
just get so engrossed in playing cards forget to maintain your char lol
Going to refactor the search and hand function to share base code
they're like 90% the same lol
I can also double the use for Binders
Like a general ui framework to show stacks of cards? I can see that being useful for some other board game mechanics like drawing from bags
Basically just template the 'window shows cards'
Biggest benefit to setting it up this way is to avoid issues like having to copy and paste it again for the binder stuff
Im trying to figure out the best way to draw a random card from someone elses hand
Was thinking about other players hands. It's pretty important information during a card game
Maybe something like in the hand menu, you can see how many cards are in other players hands?
Like a small graphic, or just a number?
I was thinking something similar to the search window - but like it contains participating player's hand counts
Yeah same idea
Drawing from another player's hand would require players to see the backside of every other player's hand at the normal scale. It could make sense for it to be in the hand window as well. Like a the option to cycle through other players hands, but only seeing the backside of their cards. And when you take a card from them, they have to agree to it so people can't just steal each other's cards
Yeah very easily to get complicated lol
Just seeing the backside of other players hands, or at least the amount of cards they have is fine for now I think
For drawing other players cards, maybe something like putting your entire hand face down on the play area and the other player taking a card could work for that mechanic
off topic but went by local place i used to go to, they're closed up :/
other places they said they only do tournaments now, fnm hasn't been a thing since covid
Makes sense tbh
A lot of those places made their earnings from events
The other stuff was to build community
Always sad to see places like that close up. Really underappreciated parts of the community. I'm lucky enough to have a couple shops nearby that still host Commander nights mixed in with general board game events
damn thats sad, i think wizards of the coast doesnt care that much anymore
since they have magic arena now i guess thats more profitable
here where i live we have a ton of mtg stuff but its all by the community
wotc stopped sponsoring tournaments since covid
what about just dropping the hand, shuffling and taking the first one?
i mean, if its too complicated
That could be good
I may need to add text over the item to show what it's doing or some kind of animation lol
i can animate of you want me to, just let me know what you have in mind
The hands and search windows work very nicely
Just some minor tweaks need to be done - like having hover over images render over UI
f man this looks sick as
from back when initially were testing months ago to this, its insane
inspect and hand.. great stuff
stacking seems a lot better now too
It's looking so good now! Really excited for when it's test ready ๐
Been thinking about how to show stacks of cards in the UI. Made some card stack assets if you want to play around with that at some point. Added a few for the different stack sizes. Something like if a stack has a certain amount of cards, one of the stack images displays underneath the visible card to indicate that there are multiple cards there
example:
Went with a straight down depth illusion to start with. Diagonal is another option if this doesn't look right
I was thinking how to handle that too
Thinking of something probably really really crazy but...
I could look into drawing 3d sides
using polygons
Would also let me draw the dice as 3d objects lol
That sounds very cool, and very complicated lol
function gameNightWindow:renderTextureAtAngle(texture, centerX, centerY, rotation, r, g, b, a)
if self.javaObject == nil or not self:isVisible() then return end
local halfTextureWidth = texture:getWidth() / 2
local halfTextureHeight = texture:getHeight() / 2
local rotatedAngle = math.rad(180.0 + rotation)
local cosRotatedAngle = math.cos(rotatedAngle)
local sinRotatedAngle = math.sin(rotatedAngle)
local xOffset1 = cosRotatedAngle * halfTextureWidth
local yOffset1 = sinRotatedAngle * halfTextureWidth
local xOffset2 = cosRotatedAngle * halfTextureHeight
local yOffset2 = sinRotatedAngle * halfTextureHeight
local javaObjCenterX = self.javaObject:getAbsoluteX() + centerX
local javaObjCenterY = self.javaObject:getAbsoluteY() + centerY
local x1 = (xOffset1 - yOffset2) + javaObjCenterX
local y1 = (xOffset2 + yOffset1) + javaObjCenterY
local x2 = (-xOffset1 - yOffset2) + javaObjCenterX
local y2 = (xOffset2 - yOffset1) + javaObjCenterY
local x3 = (-xOffset1 + yOffset2) + javaObjCenterX
local y3 = (-xOffset2 - yOffset1) + javaObjCenterY
local x4 = (xOffset1 + yOffset2) + javaObjCenterX
local y4 = (-xOffset2 + yOffset1) + javaObjCenterY
getRenderer():render(texture, x1, y1, x2, y2, x3, y3, x4, y4, r, g, b, a, r, g, b, a, r, g, b, a, r, g, b, a, nil)
end
3D die would be wild
This is a converted to lua draw angle
I don't know why the renderer needs 4 copies of rgba
flip animation incoming? ๐
if you can use textureparts "on repeat" as fill, you could have it fill diagonally down with like 1-3 pixels of card-corners, depending on how many are stacked together, maybe.
I'm trying to see if I can simulate the sides at the right angle then just adjust the depth
But explaining that to chatgpt is hard lol
oh wait, angle as in 2.5d, where it'd change how the stack looks depending on where it lies on the field?
(Also yes, explaining it to me isn't any easier by the way :P)
heresy, burn that card folder!
I almost got it
Just need to flip the top side of the card to meet the bottom of the texture...
possibly for a gradient effect from corner(s) to other corners
this has no right to go as hard as it does
I can't get chatGPT to understand nor can I mess with it to get it right lol
i hope a youtuber does a video on game night
a proper one now that theres a bunch of addons
not just hey this is number 16 of top whatever
Like pulling teeth
chatgpt gave me the wrong angle for one of the sides
but from previous iterations I knew the right one
Not sure why the blue side is shorter
I'm too meat brained to understand this lol
Figured out the blue needed to be adjusted on the height cause it's technically the right side
I'm not even sure which point is which
I assumed x1/y1 would be the topleft
Gave up trying to using rotated/skewed pieces - and simply drew a box lol
Working out something to decide which sides need to be drawn
surprisingly complicated
I have a card stack texture but it's not rendering not sure why
Oh it is, it's just squished lol
Amazing! You did it! ๐ฎ
How does the texture for the side work?
it's a drawn square that's skewed
still seeing how the texture can be made to be less blurry
also ran into another issue lol
the fact that cards and game pieces are handled differently has come back to bite me lol
I think for these I can just use a stretched texture
So they're all the same image, just stretched?
Yeah just got to find the sweet spot
I think it needs a different texture depending on the height lol
Maybe tune the height so it's optimal at the full deck of playing cards, and 60 cards of mtg
Yeah maybe something like decks with "normal" amounts of cards will all work, but the super tall towers might need their own thing
Or make a skill based mini game where players can't stack cards that high before they fall over lol
Playing around with color. Something darker would fit better I think
486, 240, 180, 120, 60
Added a gradient to the side but not sure it's possible
Yeah a gradient might be better
I remember all my cards has dirty sides because that's how you would hold decks
some of the angles render the texture diagonally for some reason
It's super subtle. It could be a moire effect
Different contrasty-ness in the lines could also change the perceived darkness of the sides too
Some of the earlier ones you posted feel close to me
I like how they hint at more detail without being too literal
Adding lines would require different textures for different sized stacks
This is the above texture, had to rotate it 180 degrees for some reason lol
Probably have the wrong corners aligned
The one on the bottom right is 60 cards
As long as it looks good for the 60 card stack, that's the main thing
This is how 60 cards look irl
Yeah I think it works
Going to try and wrap up the mechanics today
and work on distributions lol
Is there a rough break down of deck composition?
Doesn't have to be ideal or playable
I'm imagining some people only bought enough boosters to get going
What I had in my rough version covers all the deck archetypes. It's just a the color combinations
And starter kits were basically just 4 boosters wrapped in one?
Yeah, so not playable right away it looks like
Yeah that's still there
I'll go back in and add some artifacts to those decks
But it's basically minus 2 to each color and replace to artifact
artifacts are non colored right?
Yeah
Expansions add more complicated ones like Gold Cards which a multi colored cards, but for those kinds of cards, might be better to just have them be booster only
So like 18-25 lands, 2 artifacts, the rest colors?
They might even be common. It's kinda random. The "person" included it in their deck
Artifacts are just another type of card
No limit to stack height?
๐
Maybe there's a YouTube video of someone trying to go for a stacking world record
I spawned in a "deck" currently random colors
got 13 lands
that's not enough for a 60 deck based on suggestions
Yeah 24 is the sweet spot
Yeah might just messed around with that a bit
More or less depending on specific builds
For gameplay, I think finding a deck that works off the bat is good for new players. They can dive in a play right away, even with a "bad" deck
But that just incentivizes finding new cards
Which is a big part of the game itself
Certain card type don't really fit well into pre-constructed decks like the dual land cards, or Gold Cards in later expansions, or the special land cards
May make sense to mix in pure random "decks" as well. Like 60% playable right away decks that are pre-constructed. And then the rest being pure random "decks" who's pool is the entire catalogue. Could be a way to get those more niche cards distributed outside of boosters
Like a pure random deck between 12-30 cards
Was thinking about these additional locations for Pogs and MTG
"GigamartToys" - *****
"SchoolLockers" - *****
"ClassroomDesk" - *****
"CrateComics" - ****
"GigamartSchool"- ***
"BedroomDresser" - ***
"ClassroomMisc" - **
"CrateRandomJunk"- *
"OfficeDeskHome" - *
"GigamartDryGoods" - *
"OfficeDrawers" - *
Not sure how to test distro chances. May make a test map with every room type in the game unless there's a better way
I never tested the prior ones lol
I just modified the existing entries + added more with the same values
If anything I think it could be upped a bit
Schools don't have any toys I think
But yeah adding to those groups sounds good
maybe not office stuff
need to look at whats already there
["BarCounterMisc"] = {
generalChance = 6,
},
["Gifts"] = {
generalChance = 8,
sealed = true
},
["GigamartToys"] = {
generalChance = 8,
sealed = true
},
["Hobbies"] = {
generalChance = 8,
},
["HolidayStuff"] = {
generalChance = 8,
sealed = true
},
["WardrobeChild"] = {
generalChance = 2,
chanceOverride = {["BackgammonBox"] = 0, ["ChessBox"] = 0, ["CheckersBox"] = 0, ["PokerBox"] = 0,}
},
["CrateRandomJunk"] = {
generalChance = 1,
chanceOverride = {["BackgammonBox"] = 0, ["ChessBox"] = 0, ["CheckersBox"] = 0, ["PokerBox"] = 0,}
},
This is the current distro - the reason the chance for those last 2 are 0 is cause it didn't originally have some of the items like game pieces -- or maybe cause it already had them?
So it's filling everything else instead
I could lift that to increase the chances too
commander mfs be like checkout my deck
I don't even know what the texture is doing lmao
seems to be twisting itself
I can tell what's going on, but I'm not sure how to fix it lol
๐ตโ๐ซ What is going on? Is it a cube with more sides until it becomes round?
It's kinda looking like an Escher drawing lol
Kind of
won't be able to rotate the sides the same as the cube
Just trying to render a cylinder lol
Making progress!
A cylinder wouldn't even need to rotate, right?
could just make it fixed?
Yeah
This is done lol
12 sides
Need to adjust the texture though
the gradient is causing the edges to look sharp
It'd be hard to "slam" a stack of pogs even half that size so real use case would be much shorter too
Is that because the gradient is slightly horizontal?
depends on the orientation of the texture i guess
Wow, came together very nicely with the texture
Little note, the slammers sides are the same dark colour as the back. It's the regular paper pogs that have the white sides. Gonna need two different side textures
ty
that looks dope dude
๐ very happy with how its coming out
The crazy idea ended up being amazing
turned out really goodf
Indeed, I somehow broke dealing/drawing - just fixed it lol
Need to get to distributions
Got another dumb idea lol
spit it out - your dumb ideas are usually fun/good ideas!
Made an alternative round stack for poker chips
every-other side is colored white
lowered the side count from 12 to 7
Only issue is if you rotate the chip lol
Might just leave it for now
Every stack becomes a polygon!
yeah, it uses the card's size
So it's automatic for any future deck that gets added?
Thought of a workaround to poker chips being wonky if rotated - just disable rotation ๐
I'm kind of tempted to make the dice rendered 
Like entirely
I'm wondering if... maybe... you might just put in too much work? Not that it'd be bad but... any further and you may as well just make a system to load 3d files and have them rendered in that way? Or did you mean there's a way to render them with exposed functions?
maybe it is too much work lol
Afaik you can't render models in game without a background
I think characters should work, assuming using the UI3DModel, however IIRC that's only for characters, not for sole objects or similar :/
You can mess with item models in the editor
I just never saw it done in a way without a gray background
Maybe I should look into that ๐
the scene thingy and such use a black background, whose color can be changed - that or it actually somewhere stops the game from rendering, resulting in a black background natively? ๐ค but yeah, taking a look won't hurt!
It has been fun to work on drawing shapes though
I mean, if you enjoy it, go ahead, I just think the textures will be the problem (since you'd have to do some weird approaches with non-rectangle "sides" then)
The renderer can draw 4 pointed shapes I think to draw a triangle you'd need to merge two sets
But yeah that'd be wasteful
If 3D models can be drawn it could also provide an easier route to animations
Added volumetrics to some pieces for now
Catan roads, Dominos, etc
Can revisit the 3d model stuff later
Final to-do:
[ ] Pogs Slamming.
[ ] Make stackable pieces drag to stack like cards do.
[ ] Figure out MTG distributions/deck stuff.
Just updated the deck building logic to include artifacts. It's a simple system but I think it'll work for getting playable decks into player's hands quickly
Saw, the deck doesn't need to be an exact 60 does it?
It doesn't have to be. But it should still be in that range
For Pog Slamming: Initially I thought something like a fixed percent flip chance (25%) + (fatigue, hunger penalties) would be good enough, but seeing the stacks now with height, I feel like the system might need to account for the amount of Pogs in a stack as well. Maybe tiers or something? For 10 and under, it's 25% flip chance. 11-20, it's like 12%, and then 21+ it's 5%


I ain't made of time