Every day I'm shuffling

Had an issue with the shuffling mechanic.  More specifically when I went to grab the cards from the discard deck and then put them into the main deck for shuffling there were none even though I saw them go in.  The issue was my class for the CombatScreen was not passing the values back and forth reliably.  Rather than waste brain sweat on it, I just globaled them.  I would rather than done a programming pattern but I want to see if I can actually finish this rather than have it be a bunch of bits languishing on my computer.

I will say that the game is pretty playable at this point. There are some gotchas but for the most part if you kill a monster you can move onto killing other ones.  As long as you got the cards you can clear the level.  However there are a couple bugs like always.  One being that you can't put a card on the monster and have it discard.  It crashes currently.  Plus I want to have the ability to discard cards if you want to draw more.  I.e. you only draw 2 cards if your hand is lower than 3 so if you have 4 you won't get new cards.  The mechanic to fix this is just allow the player to discard up to their hand.  This is going to get tricky with magic items since they will stay out on the board and not get discarded.  That permanence is going to be an interesting coding challenge.

In discussion with a friend today we talked about having specific side dungeons based on monster type like a Goblin warren or a dragon lair.  Obviously not this iteration.  But something to consider.

So I got through a bunch of ToDos yesterday and today.  My next big thing for tomorrow and Thursday is going to be "Pick New Card Screen"  

This will be a way for the player to add new cards to his deck after he has defeated a monster.  They need to be able to pick one card from a choice of 2 or just ignore the new cards to keep their deck lean.  There are 10 monsters on the first level.  If they defeated all of them the end result would be an 18 card deck which makes it harder to cycle through and will weight their deck towards some element.  This could be something they want to do depending on strategies.  Last time I talked about what some of the monster special abilities were.  Here are some of the card special abilities:

fire = level damage or multiple damage
air = draw and/or discard
earth = stun or armor
water = heal or copy a card

So depending on the type of deck maybe you go fire air and work to cycle a bunch of damage cards.  Or Earth / water to heal and armor up so they can't hurt you.

Yeah Fire says multiple damage.  My goal is to have Pack creatures which have multiple creatures attack you and the ultimate plan is that when you hit end turn the rest of the monsters in the dungeon get a move which could have them join the battle.

[x] Move deck hand and discard to global variables
[x] figure out why the discard pile doesn't grow each time. passing variables back and forth isn't working.
[x] reset turn button
[x] do damage to player
[x] handle screen disappearance better - center on player

[x] comment out drakes
[x] work on killing hounds
[x] end turn computes damage etc.
[x] Discard Cards

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