Posted December 16, 2023 by Dimanari
the targeting system for the game has been modified, as now the internal values point towards a staticly generated opbjectID that applies to any targetable object(Players, Rituals, Creatures, Stack-Items), and the functions that correlate those targeting operations with the correct object has been created as well.
commands will stay relatively the same, with certain changes due to how the targeting system was revamped and how the game is moving towards a binary operation scheme instead of a textual operation as it used to.
as of now, I fail to see how it can be properly done without breaking the logic of the game, it's also not really something I care for as the game should remain fairly simple throughout its lifetime causing this option to be meaningless.
trigger order is sorted by: self triggers(took damage, blocked, attacking, etc.),active > inactive player, oldest > newest, and order on the card.
it may cause asymmetric behaviors when using fringe synergies on future cards that uses a "modify" mechanic(increase by 1 <> double stat) but if someone(including me) adds such mechanics to the game it'll be VERY stupid anyways.
server and client will communicate in binary packets that will allow the game to handle operations in a smoother way and will be portable to future games.
current architecture uses the TCP protocol as a baseline, and with those changes will no longer be required to do so, a UDP version will not be created for this game as of yet(due to TCP's reliability and the game being completely turn based) in addition to that a socket-player decoupling will be done in a smoother way compared to current version.
cards and creatures have been moved to a set based indexing, fixing the issues caused by the previous system of lacking modability and being reliant on previous sets' indecies.
this is changed now, with a new limitation that states that all sets are self contained in regards to cards and creatures:
you can't use other set's creatures as summon target, but can create an identical creature in your own set.
affinity field removed(replaced by Card Set)
this requires some time to create, I slowed down work on the project as I need some time to relax for a while, there is a lot to do and I want to make it into something that can work as a modding tool making it easier to create new Sets for the game.
this means I will be very slow in development until the base game and the set editor are operational again, but will be able to jumpstart high-gear production the moment I get those done.
AI will be moddable after the release or close to it, but the AI will be created with modding in mind(for easier development for me) as I work out the kinks of making a proper AI for this game.
utility functions will be added and access to Set Data will be available through an internal function.
as I detailed, I have a lot of work and only a fraction of it was properly done. and as some might figure out, those changes are intrusive enough to halt all other development while I make those changes.
this isn't an abandoned game, but the next update is likely a couple of months away and will have a downgraded level of controls at first compared to the current update.