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Token/Card Support
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Author:  GM_MD [ Tue Feb 09, 2010 1:40 am ]
Post subject:  Token/Card Support

Has any attempts to support token/cards that have values from a collect/deck been done?

Author:  prof.ebral [ Tue Feb 09, 2010 1:58 am ]
Post subject:  Re: Token/Card Support

Working on it. It is something that will be the focus in the next Traipse Milestone, Pious Paladin.
http://www.assembla.com/wiki/show/traipse/Pious_Paladin_(Get_Invloved)
http://www.assembla.com/spaces/traipse/ ... us-Paladin

Do you have ideas that you want to share?

Author:  GM_MD [ Tue Feb 09, 2010 3:30 am ]
Post subject:  Re: Token/Card Support

I've read the two entries: one is similar to my post (lacking anything further then a request) while the other is concerned mostly about DRM.

I have a few suggestions: (The word card could be replaced with the word token, deck could be replaced with pouch/collection)
Three modes for decks: Central Deck (One deck where all players/GMs can access), Individual Decks (Everyone has their own deck), Multi Deck (Optional Central Deck, Optional Deck for each connected player/GM, Additional decks for each player/GM).
Hand Size: The ability to set maximum hand size, based upon (lurker/player/gm) role.
Play Size: Ability to set the maximum play size, based upon role.
Reveal/Hidden: Behavior of cards put into play should have an alterable default based upon role.
Discard Deck: Keep track of card ownership, multiple discard decks if appropriate for the mode, ability to set allowances to access discard deck.
Fudging: Ability to allow hidden replacement of cards from a deck based upon role. The ability to shuffle the deck without announcement based upon role. The ability to alter the deck order without announcement based upon role.
Tap/Counter: Indication of an in play card has been used, addition/subtraction of counters upon a card. Ability to set tap/counter behavior (eg: untap all cards in play) based upon role.
Card Editor/Creator: Place names, numbers, fluff, and other data. Some of this data might be hidden, visible based upon role, and ownership.
Card Graphics: A URL or local image (everyone would have to have the same file structure?) is linked to a card.

My main concern would be able to have a normal card deck, as well as more complex card decks such as used in Saga.

Author:  prof.ebral [ Tue Feb 09, 2010 3:48 am ]
Post subject:  Re: Token/Card Support

Formatting next time please. That was a hard read, so I quoted it to read it better.
GM_MD wrote:
I have a few suggestions:
  • (The word card could be replaced with the word token, deck could be replaced with pouch/collection)
  • Three modes for decks:
    • Central Deck (One deck where all players/GMs can access)
    • Individual Decks (Everyone has their own deck)
    • Multi Deck (Optional Central Deck, Optional Deck for each connected player/GM, Additional decks for each player/GM).
  • Hand Size: The ability to set maximum hand size, based upon (lurker/player/gm) role.
  • Play Size: Ability to set the maximum play size, based upon role.
  • Reveal/Hidden: Behavior of cards put into play should have an alterable default based upon role.
  • Discard Deck: Keep track of card ownership, multiple discard decks if appropriate for the mode, ability to set allowances to access discard deck.
  • Fudging: Ability to allow hidden replacement of cards from a deck based upon role. The ability to shuffle the deck without announcement based upon role. The ability to alter the deck order without announcement based upon role.
  • Tap/Counter: Indication of an in play card has been used, addition/subtraction of counters upon a card. Ability to set tap/counter behavior (eg: untap all cards in play) based upon role.
  • Card Editor/Creator: Place names, numbers, fluff, and other data. Some of this data might be hidden, visible based upon role, and ownership.
  • Card Graphics: A URL or local image (everyone would have to have the same file structure?) is linked to a card.


First and foremost .. there will be no 'Tapping'. That is a patented feature that WotC has whored over for years and I am not about to take it in the legal begal over 'Tap'. Yes, you will be able to rotate your images in the future though.

You have a lot of good ideas. Not all of them will grace the first release though, most apologetic for that. Time constraints is the biggest issue. Though I do plan on a Centralized Deck, Individual Decks, and all the basics need to play any and all CCGs.

The main portion of the plugin will be to create a space that allows for Board and Card games to be played, this will include miniature games. So the core of the software addition will be just that, core features. I am leaving this open so other devs can come in there after me and create the rules they want for their games, as well as for future portability.

A lot of material you have suggested has already hit the brain and the data structure to make those ideas work is solidifying. When it comes to Card Images I already have a plan and I am now mulling over the details.

Currently I have few options other than to hose them on the net somewhere or package the card images to everybody can download them, then either use CherryPy or host them on the net somewhere. That is changing in the near future.

I am planning on a purchase of a Pogoplug, and am in fact considering put the PO in tonight. Pogoplug (http://www.pogoplug.com) will give me two more options.

1. (Planned and will occur) Create an open folder that anyone can access. They will have full access to download images and hot link those images to the map.
2. (Unsure) Creating a password protected folder that only users who have purchased a copy of the images can use. [I am not sure I like this idea right now because only the purchaser can use the images.]

The second option is mainly for games that I only have a limited right 'to use in this manner' and nothing else. All my works will go under one of the the Creative Commons license so users will be free to use them.

I hope this answers your questions and eases your curiosity.

Author:  prof.ebral [ Tue Feb 09, 2010 4:08 am ]
Post subject:  Re: Token/Card Support

In this post I will detail what I have worked u so far for you suggestions.

Centralized Deck: Needs to happen so users can play Those Pesky Humans.
Individual Decks: Of course, my OSRPG CCG will need this.
Multi Deck: How is this different than the second?
Discard Deck: Again, needs to happen.

Card / Deck Editor: This is the idea I was mulling over for the last week, TBH.

So the idea is that all Cards and Decks will be held in XML. I am not sure if I want to create a new Deck node, or if I want to just use the basic nodes. Currently I am thinking a Multi-Line Text node for the Card Data, and a single line text node for the image URL inside a form is a good way to portray each card.

One of the strongest ideas I have is to create a new Deck node that players 'lock' into the software while the game is being played. This will help prevent cheaters from changing their card order as the decks become (to the system) Memory. Then, any changes to a deck will be broadcast to the room.

The Deck Node can then contain basic references to Card Nodes, described above. Once locked the deck can be shuffled, but it cannot be manipulated, and will return any drawn cards to the hand, likely via the URL so the Card Hand shows images.

Rotating Images: This is not the hardest thing in the book to do, it has not been implemented yet for two reasons.
1. It is extremely system heavy to draw an image, rotate it, and then draw it again. The idea to create an Image Cache for images will ease the system load.
2. I am waiting to see what Snowdog does with the map in 'Standard'. I also may just go my own route and do something with a wx.FloatingCanvas, though that has met resistance because it requires NumPy (another thing users need to install).

Either way, it will happen.

But that is as far as I have come.

EDIT: As for a Deck Creator, it was planned. But I need to decide how Decks and Cards are implemented first.

Author:  GM_MD [ Tue Feb 09, 2010 4:17 am ]
Post subject:  Re: Token/Card Support

Certainly! It was a shot in the dark when I posted my question. There was some murmuring in the original openrpg forums year ago, but nothing came of it.
I simply like the idea for players having some control over random outcomes, but a system like Saga would just increase the work load translating dice roles into dice (The deck node in Traipse removes some of that).

I know some systems use figurines with bases that can be altered, so tokens that have such data will be of use that way. Another is some GMs/DMs utilize equipment cards in their tabletop games, so having such tokens like that will be a help to that style of play.

I did not know that the 'tap' function was a patented/copyrighted property, I learn something new every day.

Author:  prof.ebral [ Tue Feb 09, 2010 4:22 am ]
Post subject:  Re: Token/Card Support

GM_MD wrote:
I did not know that the 'tap' function was a patented/copyrighted property, I learn something new every day.


Unless WotC has changed their stance. I've not paid much attention to CCGs since I was into M:tG, around '96, and then a brief stint in the early '00s. When I was interested their was a huge CCG war and InQuest would monthly post the results of 'who was winning' in the Battle of the CCGs. I even think that was the name of the section.

A lot of game fell to WotC patent over the usage of 'Tap', so when I see games that use 'Tap' I only think that that game has a license from "Ye who holds the 'Tap'", aka WotC. And considering what they had done in the past, I am pretty certain they do.

Author:  GM_MD [ Tue Feb 09, 2010 4:29 am ]
Post subject:  Re: Token/Card Support

In regards to Multi Deck, an example would be there could be a central deck that everyone can draw from, however the GM may have their own special deck they draw from that the players cannot access. More examples are similar, perhaps a card game utilizes special decks, that can only be accessed when certain cards are played, so each player may have more then one deck.

Your information about rotating images also explains why miniatures did not rotate on the map!

Author:  prof.ebral [ Tue Feb 09, 2010 4:36 am ]
Post subject:  Re: Token/Card Support

GM_MD wrote:
In regards to Multi Deck, an example would be there could be a central deck that everyone can draw from, however the GM may have their own special deck they draw from that the players cannot access. More examples are similar, perhaps a card game utilizes special decks, that can only be accessed when certain cards are played, so each player may have more then one deck.

Your information about rotating images also explains why miniatures did not rotate on the map!


Ok. I can make this possible with the 'Deck Locker' system.

EDIT: Hey, that's a cool name. Stapled - Deck Locker

Author:  GM_MD [ Sun Jun 13, 2010 4:39 am ]
Post subject:  Re: Token/Card Support

In the interim, I've found a solution for my own needs. While not integrated with OpenRPG, VASAAL should do the job: http://img529.imageshack.us/img529/4848 ... vassal.jpg

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