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SMWCentral Trading Card Game
Forum Index - Serious Business - Talk - SMWCentral Trading Card Game
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This is no shitty yu-gi-oh card edit. This is Serious Business. I guess I should fill you in.

About half a year ago, one may recall a certain mention of a "SMWC" card game. (By me, it's this post.) Now, despite such grand offerings of internets, and show stealing claims that others were already helping with it... The game wasn't something I was actually taking seriously.

Everyone else took it seriously.

Over the past six months I have been pestered and bugged to continue the original idea, and so why not. I called some of the main pesterers to lend a hand with the card game, and so far 74 cards have been created. A small number indeed, and probably leaves you wondering why it's taken six months to create 74 cards. Now mainly because I haven't actually been working on it for six months at all, but also because I actually dislike creating cards for other users. I figure, it's the user's card, they should get what they want.

The User cards created can be seen as placeholders then, Demos, Samples. You see, being the SMWC card game, it should be made by SMWC itself.

I present to you the database!


(credit goes to henix because he offered to help first)

While most of this is in beta, Submit is broken, Search Broken...(I blame the fact henix is making this in publisher really...) I'd like to make my 2001th post sooner than later.
How do you play the card game? Good question. I don't know exactly yet, because the rules need tweaking. But at the moment, it's pretty simple.

Each User, Character or Summon card has three stats. Postcount, Ego and Activity.
The postcount of a user is more of a vague power rating. The ego of a user acts as the defense stat, and Activity which is the measure of a card's life force.
The fourth stat is Posting Power, the "Attack" stat of each card. However this varies from move to move.

Each turn has a specific order of play.
-Draw a card
-Play arena and item cards
-Play user cards
-Use card moves
-Play arena and item cards
-End turn
Event cards are special as they can be played from your hand at any time, including on the opponents' turn. Event cards remain in the event card space until the end of the turn, or until the card's effect ends unless stated otherwise.

The actual field is also split into different sections too. You have your deck, and the destroyed card pile. You also get three spaces for users, characters and summons, and three for event cards. You also have another one for the Arena card in play, and the pile of inactive users.

Maybe I should make a image.

Anyway, you lose the game either if the cards in the inactive pile have a total of 10000+ postcount, OR if there are no User or Character cards on your field at the end of your turn, OR have no cards left in your deck.
You can't play a card with over 2000 postcount without first discarding cards of the same or higher postcount in total from your hand or in play. Some cards ignore this rule though, and others require more complex tributes.
When an attack is used on another card, the damage done to the activity of that card =PP-Ego. If a card's activity reaches zero, that card becomes inactive and is sent to the inactive pile.


While the game seems complex, that's all there is too it. It's been tested, and it's actually very simple. (I just suck at explaining rules.)

Now the other side to this is that the cardgame is open. You can sumbit personal user cards, and whatever else into the database. If you want to, PM me with it instead of cluttering the thread and I'll get Henix to add it to the database. I'll also take any requests to edit change or remove existing cards.

At the moment I'd really like some positive feedback, or at least enough intrest to prove I didn't waste my time.


(And a note to the Mods. I actually had no idea where to post it, and didn't want to put it in WoI. If this could be moved somewhere else, I'd appreciate it.)
Last edited on 2011-08-14 09:04:23 AM by phenolatukas.
I'll join. Hope this turns out to be good.
Why was this not posted in Forum Games? I would have approved this idea and given you time to tweak the rules.

Let me know if you want this transferred there.
beta tester right here

It's great that the thread was made.

Also, I'm pretty sure that this isn't a forum game...
Originally posted by Kiseki
Also, I'm pretty sure that this isn't a forum game...


Kinda the point here. It's not really a forum game, but... A game. Uh... That's why I have no idea where it would fit.
It doesn't really seem like a Forum Games kinda thing, but at the same time it kinda... Does. Eh. I dunno.

Anyways, seems like a pretty interesting idea.
Last edited on 2011-08-03 03:17:15 PM by GoldenSonic15.
Glad to see you're not being held back by that 2000th post limit thing.

As a note, please don't pester me about fixing the database. I can't due to lack of good internet. (I'm posting this from my sister's computer, so yeah.)
There are a few things mentioned in card descriptions, like inactivity and radiation(?), that you haven't explained in the rules. Can you clarify some of these.
READ ALL THE SUGGESTIONS BEFORE REPLYING!

I'm pretty into card games, so I can probably beta test it pretty well. I also have some friends who might be interested in this, so I could test it in real life with real people. I see a few flaws with this game:

1. The destroyed card pile lose condition. The biggest problem with this is that many cards have high postcounts. I recommend raising the limit or lowering the postcount in general.
2. Keeping track of the postcount in the destroyed card pile. I suggest that you don't count the postcount in the destroyed card pile, but count the postcount of all the cards that enter the destroyed card pile. This will make it easier to record your total 'lost postcount' or whatever.
3. The user/character end-of-turn lose condition. What if they don't draw a user/character on their first turn? Do they lose automatically? I suggest adding a way to refresh your opening hand, like mulliganing in Magic: The Gathering.
4. Wording. You may not think this is important, but it is. If you don't word things correctly and keep your wording consistent, the game will probably fall apart. My suggestion? Make specific terms for EVERYTHING, from the discard pile, to the playing field, to even the deck. Trust me, it will help the card game work much more smoothly.
5. Categorizing. You should probably find a way to categorize cards more specifically than 'user' or 'arena' or whatever. I suggest making subcategories. With subcategories, you can make cards that target those specific subcategories. Think of 'types' in Yugioh or 'color' in Magic: The Gathering, if you've played either of those..
6. Number increments. This isn't really a flaw, but I feel I should point it out. Right now, it appears that it goes by 10s. If you're going to make it go by 10s, make sure that there are no 1s or decimals. Try to stay away from percentages, too, since they can screw with the system.
7. Playing cost. This is probably one of the hardest parts of any card game. Currently, it involves discarding. I think that unless you draw an insane amount of cards, discarding isn't the best method. Maybe you should change the cost to tributing cards on the playing field, or adding to your total postcount, or giving specific conditions to cards.
8. Fairness. We all want to make the insane supercard, but you've got to remember, all card games have junk cards. This is more a suggestion to the people who make the cards than the people developing the game. Make bad cards along with the good.
9. Additional game mechanics. You have the basics, but people will probably want to use more than just the basics. Are there counters? Are there dice and/or coin flips? Are there tokens? Are there certain things that only certain types of cards can do? You've got to specify.
9. Keep it tidy! Even though users will undoubtedly make cards that have weird wording or concepts, you've got to make sure to fit them in to a single format.

Wow, that was longwinded. Anyways, I would be extremely happy to help with this, since I'm in doing a lot of card games right now. Good luck!
This seems like a fun thing to play.
I love you pheno ^^

I hope I'll pray to god that it it won't end up like SMWC-mon or SMWC-maku!
Alright, back on my normal computer with working internet.

Feel free to send me cards (providing they've been approved by Pheno first) and I might add them to the database.

Also, as a note, I will not be doing as much work on the database for a while, since I have to work on my SMWCP2 level.

EDIT: Oh yeah, I'll be fixing that searchbox soon, as soon as I reroute the domains properly through Google.
Last edited on 2011-08-07 08:44:16 AM by Henix Aurorus.
Just a note, working on fixing the search box, since that's the only thing I can fix right now (Sorry guys, no Submit fix yet. I'm a web/game designer, not a programmer. Pestering some guys in #html on how to fix it with HTML, but until I can figure how to, I won't be fixing it any time soon. Unless of course I can move the database to a server that supports Microsoft FrontPage, which I highly doubt will happen anytime soon.)

Also, if you have gotten cards approved by Pheno but they aren't on the database, let me know and I'll add them.

EDIT: Submission form is fixed, with some help from Alcaro. Although one thing I should note, it will not work unless you're logged into SMWC. (It sends a PM to Pheno.)

Haven't fixed the searchbox yet, since Google won't cooperate.

DOUBLEEDIT: Also going to see about cleaning up the .htm files, as they're all cluttered with unnecessary HTML and such, which makes it extremely hard for me to navigate them with anything other than Publisher.

TRIPLEEDIT: RAWR.

Database will be down for maintenance for a little while. A month at most.

I'm COMPLETELY rebuilding the whole thing from scratch, so the entire thing has been wiped, sans the cards themselves, which are still sitting safely in a .pub, which will be gone as soon as I transfer all the cards to .html files.

Among the things I'm doing, it'll include the following:

1. Formatting all text with Times New Roman, or Serif, depending on whether or not you have the former.
2. Better sorting, and (hopefully) a working searchbox.
3. Better build in general, with text boxes I can ACTUALLY FORMAT.
4. On the topic of better sorting, all categories will be sorted into their respective groups instead of all being on separate pages, which both makes it easier to find a card you're looking for (and also quicker if you Ctrl+F), and it also gets rid of the annoyance of having 17 different pages just for cards. Believe me, it's more annoying than you think.

Yep.
Last edited on 2011-08-08 04:45:59 PM by Henix Aurorus.
Right, I found another computer to use. I'm away, but I'll be back in a couple of days to continue work on this. Anyway, reply to grishnax.

1. The destroyed card pile is different to the inactive pile, and only the inactive pile has a lose condition. I don't know if you were meaning the inactive pile. In the games I tried, it actually took a really long time for them to end, but I'll probably tweak the condition.
2. Again, inactive pile. But yeah, that sounds like a good idea. Thanks.
3. Actually that isn't a bad idea either. I'll think of a way to add that.
4. I've been trying to do that. It's pretty messy right now because everyone who has submitted cards so far has created different terms. "Tokens, Summons and Counters" are all confused, along with "Inactive and Destroyed".
5. I've been trying to do that too. Playable "User" cards are Users, Characters, Moderators and Admins, not to mention Summons, while "Event" cards actually count as both events and items. I'll probably split events into instant, continuous and "your turn only" at some point, and think of a name for the larger card groups.
6. Pretty much. Again, people are adding cards with values like "64", and even I have a few ones ending in 5. But you're right, I'll probably clean up the numbers at some point.
(Also I should add, the "1" ego thing happened due to the affects of the WoI arena card, which inverts the damage calculation. We discovered that it could be abused with chester to make him invincible, but kept it in anyway. However changed the other cards with no ego to 1 instead. It's a null value though.)
7. Yeah, I'm having real problems with this. The discarding thing sounded like a cool idea, but as you said you run out of cards fast. I've considered changing the draw to two cards per turn to avoid it, but any other great ideas would be great.
8. Pretty much, yep. It's why I'm checking every card first.
9. No idea. More ideas for that would be great though. The most we have is some vague status conditions. (Trolled, Flamed and Confused)
9. I'll try. It's what I need help for though.

If you want to help, please do. ANY help with this right now is greatly appreciated, especially testing, sorting, and adding cards. You could go on #mafia or the completely pointless landgrab #smwctcg when I get back in a couple of days. Or just PM me with whatever you have. Anything works.

Also I really want to stress that ANY help with this right now is greatly appreciated, especially testing, sorting, and adding cards. Tell your friends.

Just PM them to me in whatever format you want, and I'll check it over. This game needs to grow.

Also @TRS. Inactivity is the total of the postcount in the inactive pile, while Radiation is an effect exclusive to arenas in the VARN set and is more decorative name for the card's effect than an actual standard in the game.
@Grishnax

In response to 5, I'm planning on doing that with the database, but not right now. (Too few cards for that to be an issue ATM, I'm overworked right now due to massive amounts of time spent mucking around with HTML tags, and I have an SMWCP2 level to work on. Yep.)

To everyone else, the database has been rebuilt entirely from scratch, and yes, the submission form works. So if you ever suddenly get a card idea while browsing the database, go ahead and head to the submission form to submit your idea. (It's the equivalent to sending a PM to pheno, but it streamlines the process. Less typing.)

EDIT: The database has been moved. K3fka offered me a subdomain on k3fka.net, and you can imagine I accepted since it's a huge improvement on Dropbox. The database can now be found here.
Last edited on 2011-08-10 10:25:41 AM by Henix Aurorus.
I guess I should mention that I'm back and working on some changes to the rules that should work a little better. I still need more cards too...
Last edited on 2011-08-12 09:23:00 PM by phenolatukas.
BIGDADDYJOHNSON27
Postcount:1
Ego:9000+
Flavourtext: Who's Chuck Norris?

No,really. I think I'll submit some cards.But there's just this:
(Image of a Dropbox)
Error (404)
We can't find the page you're looking for. Check out our FAQ or forums for help. Or maybe you should try heading home.

What about the Event/Arena C3?
Or Mafia:The Sheriff can see the cards of the other ones. And you can vote who'll die. What about some LPer cards? Not Users,but LPers.Could someone make a card for me?...Jacob should get a card,too. Or Pac...Or the D4...Internoob,chainfire9000,RBwhat...SystemkraSh and his AWESOME fedora.Or the Arena Hack Removal Log...
@Rockythetigre

C3 already exists. Also, that's not nearly enough information to make cards out of. Try using some of the cards on the database as examples.
Changelog:

+Added standard status effects.
(Trolled: Reduces ego by 40 each turn, stacks up to 3 times.
Flamed: Reduces activity by 30 each turn, stacks twice.
Feeling Strange: Card effects and abilities have the opersite effect.
Distracted: Any actions used will target randomly (Method to be decided.)
Rattled: The card can't use any actions on an oponent.
Undefined: All stats on the card are nil, including moves and abilities. The card is treated as "blank", and may not be targeted.
Hacked: The card is controled by the other player.
Banned/Disabled: The card can't use any moves until the duration of the ban ends.)
+ Added a couple of cards.
+ Hands can be "Refreshed" at the start of the game, allowing you to shuffle the hand into your deck and draw more cards. The oponent draws an extra card every time you do this.
* Event cards to be split into Instant, Continuous and Turn Only.
Last edited on 2011-08-18 05:13:33 PM by phenolatukas.
Heh, this is pretty neat. When you get a concrete specification for this, let me know, I might be interested in making an application where people could connect to each other and play this over a network/vpn.
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