i promise it's not shunning or anything, it is really trying to get more activity in this forum!
also - going to really need to... tackle the bbcode needed for your first post 😰 on kumos
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haha, not discouraged—i just don’t think i explained the crossover well enough or why it’s so important to get feedback from this group.
both are systems where an npc (or another player in multiplayer) takes turns making strategic choices. each move involves selecting a minion (or weapon), magic card (or spell), or trap card (battle equivalent tbd) with ongoing effects. you build a deck of the best options to counter your opponent and tweak it based on how that opponent is coded.
the real kicker: each opponent gets custom coding. this isn’t “pick a random weapon from the list” (aka how most opponents work now) or basic preferences like “always choose X.” instead, the system asks: “based on your aggression factor, do you lean toward fast plays with small cards or a slower, big build-up? given this hand, is a magic card or trap card the better play?”
if we bring that level of strategy and decision-making into the battle system, it would massively level up the experience—no more completely random moves.
these systems overlap a ton, which means this project lets me build the foundation for a revamped battle system without touching the current one until everything’s ready. it’s a win-win.
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