u/Low_Prior_8842

Digital Card Creators - how do you render?

I'm building a DCCG currently, and I am building my cards out of HTML - all the text, the boxes, images, etc. Honestly, it's OK for now. But as I start using real art and not placeholder art, I'm starting to consider using images instead of building the card out of HTML - granted its a web app so it will still be HTML but instead of all the boxes and text being HTML that would just be card art.

There is some degree of flexibility I need to maintain too - right now buffs visibly update the cards' faces to reflect any added or subtracted power. Probably I'd need to 'overlay' the card image art with text that is reactive at runtime.

So to the other DCCG creators out there, how are you rendering your cards? Individual images, UI parts, or a combination??

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u/Low_Prior_8842 — 18 hours ago

First real sketches for my TCG

Since my AI placeholders are so despised here are some character artworks i drew by hand. Good enough if I digitally color these??

u/Low_Prior_8842 — 1 day ago

CCG Numeric System Questions

TL;DR - should I 10x or 100x my CCG numerics or leave em alone!?

I'm building a CCG. It's a classic PVP deckbuilding dueler. Mechanically speaking, you have an Avatar card (your leader) that determines your "class" (which cards are legal in your deck). Cards have 2 types - "Actions" and "Stars". Actions have a "size" which you spatially arrange in a zone called the "Timeline" each turn. Players place their Action cards face-down, then the timeline progresses 1 frame at a time. When a frame is reached that has any cards in it, those cards are turned face-up, their effects are put into play, and then their powers are compared (or not, if a card resolves alone) - any overflow is dealt as damage to the loser of the frame's "clash".

This is all working well and I love it - it's fun, kinda swingy but feels fair ("for-each card [of X type] in discard pile" effect might need nerfing though) and battles are fast as hell - like 3 turns if you both have good strategies.

All of my playtesting and planning used small numbers (1-20):

  • 20 starting HP
  • 1-3 card "sizes"
  • 1-5 card base power/block values (block values slightly higher in general than power)
  • 1-5 card "star" costs

I'm heavily influenced by MTG. But I feel like my classic 20 HP system is too "MTG".

I can easily 10X or 100X all the values to make it feel different (and open up fine-grain potential) but do I *want* that really? Is there any real risk other than it becomes slightly harder to do the mental math (if I make finer grain values possible). What do you guys think??

reddit.com
u/Low_Prior_8842 — 2 days ago
▲ 3 r/IndieDev+1 crossposts

Finally think I got the shaders right

I added a bunch of particle effects recently to my game. I was super dissatisfied with their lifelessness. So I created a shader overlay for the board and designed some class-specific variants on a vortex shader. Each class gets a specific "element" tied in to their reveals. Good? Bad? Let me know!

P.S. you can play at ccmz.vercel.app, but it's in dev beta (and nobody is online haha) so play a bot.

u/Low_Prior_8842 — 3 days ago
▲ 4 r/digitalcards+2 crossposts

New particle effects, thoughts?

Update on my digital CCG, ChronoClash. I made some changes to my particle effects, but think it still needs more? Let me know how I can make these FX better please!

u/Low_Prior_8842 — 4 days ago