BEGIN FLASHBACK
One day, on alt.fan.sonic-hedgehog, after having played several rounds of the X-Men card game, I suggested that the lot of us attempt to create a Sonic-based card game. The idea actually took off, since nothing to the sort had been done before (or at least, not with any relatively professional quality). Ideas were tossed, gameplay was designed, and over two dozen people submitted suggestions. Of our group, only Andy, Blaze, and Jackel were involved with helping idea-wise at the time (and I believe only Andy was involved in the initial newsgroup discussion). Several promising artists came onboard, and we got most everything thought out. The problem was, we tried several times to find a programmer would take on the job for us, and each time our attempts failed. After three such attempts, the project fell into a serious remission and hadn't been touched since.
That was five years ago.
END FLASHBACK
After experiencing some dramatic troubles with my PC that ended in a reformat, I was going through the stuff I managed to backup and realized that I still had all the old documentation for the game on my hard drive. I also realized that, after several years of chatting and coding in mIRC, that I knew a 'programming language' that this game could actually see fruition in. So I looked things over, re-familiarized myself with all the rules we designed, and thought "Why not?"
So I've recently been working on the game. My last mIRC project, Wavestorm, was pretty much graphicless, but since this is a card game, I could actually include graphics as long as I didn't attempt to include something mIRC couldn't handle, like animation. The results have been pleasing so far, to the extent that I actually think I might be able to get out a full-functioned 'final' version of this game within the month. PC0, Neo, Ice, and Smidge started handing me suggestions in #srb2 as well, since they're more familiar with card games of the modern age than I am and knew the game could use some more depth to it. Having it coded in mIRC means cheap and easy online multiplayer. The single player mode might be a little harder to implement since I have no experience in coding AI, but I have to take the plunge sometime. Whether that mode will make the initial release is questionable, since that would probably delay it past the end-of-April tentative release date.
I'll probably need some graphic artists to give me a hand later on with either drawing new artwork or just finding good screencaps, to replace the current set of cards with. Some of these cards aren't exactly impressive visually. Anyways, I wanted to post about this here to see what people thought about it and whether there'd be any actual interest.
http://arrow.rangerwiki.com/sonictcg/ is the "site" (more like folder) that currently contains the scattered documentation, as well as in-progress screenshots. Screenshots 3 and 4 are from the most up-to-date version, and by looking at those and reading the all-explaining rules.txt, you all should be able to get a good idea of what I'm going for.
Rules.txt doesn't go into detail on this, but the game will come with two starter packs, Hero and Dark, and will have two to three booster packs immediately purchasable in a shop, whose mechanics will work similar to the Black Market from SA2 (play the game online, get rings for losing, get more rings for winning, add whatever rings you had upon winning the battle as well, and use the rings to buy packs). The screenshots are all using characters from booster packs, with the exception of Sonic, Big, Dr. Robotnik, and Chaos in that first screenshot. Future booster packs will be included in game updates rather than downloadable seperately (I have SatAM, AoStH, SoUnd, and Riders packs planned already).
So, what do you think? Opinions? Suggestions? Feel free to reply.
And yes, I have considered doing this in YVD. However, doing it that way would make the idea for downloadable booster packs pretty much invalid. Also, Smidge made a tentative comment in #srb2 the other day about using this game for tournaments doing SAGE... if that comes to pass, having it done in mIRC will actually make things easier with socket/PHP combinations.
One day, on alt.fan.sonic-hedgehog, after having played several rounds of the X-Men card game, I suggested that the lot of us attempt to create a Sonic-based card game. The idea actually took off, since nothing to the sort had been done before (or at least, not with any relatively professional quality). Ideas were tossed, gameplay was designed, and over two dozen people submitted suggestions. Of our group, only Andy, Blaze, and Jackel were involved with helping idea-wise at the time (and I believe only Andy was involved in the initial newsgroup discussion). Several promising artists came onboard, and we got most everything thought out. The problem was, we tried several times to find a programmer would take on the job for us, and each time our attempts failed. After three such attempts, the project fell into a serious remission and hadn't been touched since.
That was five years ago.
END FLASHBACK
After experiencing some dramatic troubles with my PC that ended in a reformat, I was going through the stuff I managed to backup and realized that I still had all the old documentation for the game on my hard drive. I also realized that, after several years of chatting and coding in mIRC, that I knew a 'programming language' that this game could actually see fruition in. So I looked things over, re-familiarized myself with all the rules we designed, and thought "Why not?"
So I've recently been working on the game. My last mIRC project, Wavestorm, was pretty much graphicless, but since this is a card game, I could actually include graphics as long as I didn't attempt to include something mIRC couldn't handle, like animation. The results have been pleasing so far, to the extent that I actually think I might be able to get out a full-functioned 'final' version of this game within the month. PC0, Neo, Ice, and Smidge started handing me suggestions in #srb2 as well, since they're more familiar with card games of the modern age than I am and knew the game could use some more depth to it. Having it coded in mIRC means cheap and easy online multiplayer. The single player mode might be a little harder to implement since I have no experience in coding AI, but I have to take the plunge sometime. Whether that mode will make the initial release is questionable, since that would probably delay it past the end-of-April tentative release date.
I'll probably need some graphic artists to give me a hand later on with either drawing new artwork or just finding good screencaps, to replace the current set of cards with. Some of these cards aren't exactly impressive visually. Anyways, I wanted to post about this here to see what people thought about it and whether there'd be any actual interest.
http://arrow.rangerwiki.com/sonictcg/ is the "site" (more like folder) that currently contains the scattered documentation, as well as in-progress screenshots. Screenshots 3 and 4 are from the most up-to-date version, and by looking at those and reading the all-explaining rules.txt, you all should be able to get a good idea of what I'm going for.
Rules.txt doesn't go into detail on this, but the game will come with two starter packs, Hero and Dark, and will have two to three booster packs immediately purchasable in a shop, whose mechanics will work similar to the Black Market from SA2 (play the game online, get rings for losing, get more rings for winning, add whatever rings you had upon winning the battle as well, and use the rings to buy packs). The screenshots are all using characters from booster packs, with the exception of Sonic, Big, Dr. Robotnik, and Chaos in that first screenshot. Future booster packs will be included in game updates rather than downloadable seperately (I have SatAM, AoStH, SoUnd, and Riders packs planned already).
So, what do you think? Opinions? Suggestions? Feel free to reply.
And yes, I have considered doing this in YVD. However, doing it that way would make the idea for downloadable booster packs pretty much invalid. Also, Smidge made a tentative comment in #srb2 the other day about using this game for tournaments doing SAGE... if that comes to pass, having it done in mIRC will actually make things easier with socket/PHP combinations.