ClashBLOX: Battle Cards - Card Shop/Deck Editor

[quote] Am I in :D?
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as soon as I clicked on that spoiler my stomach growled, thx bro just thx, now I’m hungrier :wink:

on-topic [size=1]Cough ArceusInator Cough[/size]: Not sure if I was clear about my earlier post so :stuck_out_tongue: may I be added or only pros can? 10380653

I’d love to become a card too!
ID: 8291118
Also, there are two things I’m wondering.

  1. Does the formula you use to determine level/attack/health look a bit like this?

Because if it doesn’t, you should totally use that kind of formula. The reason being that most of the people here who don’t have that many visits end up having rather similar stats and the popular guys get stats that are way better than the others.
2. I notice that all the cards have an attack that’s about 1/3 of their health. Is that done on purpose? I would love it if some cards have a really high attack, but little health and other cards a really low attack but a lot of health.

[quote] I’d love to become a card too!
ID: 8291118
Also, there are two things I’m wondering.

  1. Does the formula you use to determine level/attack/health look a bit like this?

Because if it doesn’t, you should totally use that kind of formula. The reason being that most of the people here who don’t have that many visits end up having rather similar stats and the popular guys get stats that are way better than the others.
2. I notice that all the cards have an attack that’s about 1/3 of their health. Is that done on purpose? I would love it if some cards have a really high attack, but little health and other cards a really low attack but a lot of health. [/quote]

Yeah, currently the formula is kinda screwy, since I made it about a year ago when I originally was making the remake. but everything looked like crap, so I scrapped it all except the formula. It’s something I should probably work on changing this weekend.

The progress looks amazing. Extremely looking towards it! Great job so far, you got me hyped up!

Any chance I can get a card of my own aswell? ID: 19500865

Hey, um, can I be there if I’m not already? 1390724

Mind checking for me :P?

7180198

By the way, accept my friend request plz :durrr:

You should totally redo my stats.

4416634 if it’s not too much trouble! :slight_smile:

I’ll add the people that have asked to be added once I get home from work :slight_smile:

Some of the most exciting aesthetics that I’ve seen in a while. Loving the design of your game.

Definitely interested to see if I’m in the game/what my stats would be, don’t feel like you have to add me though: 4397833

Alright, everyone that posted here has been added. I had to completely re-add all the old cards because I am using a new algorithm to choose card stats with Zomebodys help.

Game is a lot more even now.

Not to be a narb, but am I still Level 1? :swag:

Do not release the game with that deck editor UI.

The Deck Editor experience is one of the most important parts of a card game, just as important the actual game play experience. Not being able to see what’s in a deck, and what’s in your inventory at the same time is a huge problem with your current UI. A really important part of the editor experience is being able to quickly shuffle cards between your deck vs collection as you think of interesting ideas and / or watch the structure of the deck evolve. Not being able to see the collection and the decks at the same time makes the deckbuilding process feel extremely “clunky”, and it will throw away a huge amount of potential time people would have otherwise spent playing with deck construction in the editor.

Another problem with the way you’ve set up the UI is that, while not completely bad (although I don’t like it for the reason described above), is that it does not follow any established UI patterns. Currently it works completely differently from any existing UI. While innovation is a good thing, I don’t think that you’ve actually come up with a better design than what already exists, and on top of that, your design is going to confuse people at first because it’s not anything they’ve seen before.

Did you avoid making a drag-drop based editor just because it’s more difficult? Because if you did I think that’s a huge mistake. A drag-drop based editor (usually with two panes, for current deck & collection) is absolutely the most intuitive way of doing a deck editor, and it’s what most other games use right now. You’re throwing away a huge amount of users and time spent in-game at your place just playing around with decks just for a slightly easier development task.

And don’t make the argument that tutorial is going to fix the problem. The first thing that more than 50% of people do when you prompt them to do a tutorial is skip it, or just not play the place if they can’t skip it. You need to have an in-situ tutorial if anything (showing some overlayed or whatever pointers on what to do the first time a user is navigating a given part of the UI), ideally with only a handful of brief pointers like “drag a card here [arrow] to put it in your deck” being able to explain the majority of what the user needs to know.

I disagree with some points you made about the UI. I think my UI is consistent and will be easy to learn quickly. (Maybe not the card editor at the moment)

Drag and drop gui would not be difficult at all, I could easily switch over to that.
I’ll make it so you can always view the all cards section and be able to drag and drop between them.
I already felt that the deck editor was clunky anyway.

Also, I have a “in-situ tutorial” already implemented in game. Just currently its only set up for card battles, but it works exactly how you explain it.

And seriously, why would I make an argument about a tutorial? You act like I didn’t learn my lesson the first time.

Another thing to note with the deck editor that Stravant briefly touched on is that the left menu is traditionally used for navigation

In the video it seemed like the sidebar was actually in charge of two tasks: navigation AND applying to a deck, which is extremely confusing. If I had seen that menu in front of me, I would have had no idea how to actually apply a card to a deck without a bit of experimentation.

The time spent on experimenting with the UI is better spent experimenting with the decks

When I first saw your deck manager interface I was confused as hell, even after you explained it I wasn’t sure it was doing what it was supposed too. There’s a lot wrong with it that should be improved, both your inventory and the deck should be visible at all times when editing, more filters need to be put into place for searching with, the method of sending a card to a deck absolutely needs to be improved.

Exactly, Like I just said. I know what is wrong with it. And I know how to improve it.

I disagree with some points you made about the UI. I think my UI is consistent and will be easy to learn quickly. (Maybe not the card editor at the moment)

Drag and drop gui would not be difficult at all, I could easily switch over to that.
I’ll make it so you can always view the all cards section and be able to drag and drop between them.
I already felt that the deck editor was clunky anyway.

Also, I have a “in-situ tutorial” already implemented in game. Just currently its only set up for card battles, but it works exactly how you explain it.

And seriously, why would I make an argument about a tutorial? You act like I didn’t learn my lesson the first time.[/quote]

I think you should take Stravant’s advice. It sounds like he knows a thing or two about card games and what’s best for the card game player. I think it’s important not to “re-invent” things in game design if it doesn’t add to user experience. From the sounds of things, according to Stravant, this is a huge step backward for User Experience when it comes to the Card genre.

I’m not trying to pick sides but what Stravant has said is pretty dead on. We’re not hating on your game, just leaving our feedback. It’s important to listen to, or at least consider, all of the feedback you can get!

I disagree with some points you made about the UI. I think my UI is consistent and will be easy to learn quickly. (Maybe not the card editor at the moment)

Drag and drop gui would not be difficult at all, I could easily switch over to that.
I’ll make it so you can always view the all cards section and be able to drag and drop between them.
I already felt that the deck editor was clunky anyway.

Also, I have a “in-situ tutorial” already implemented in game. Just currently its only set up for card battles, but it works exactly how you explain it.

And seriously, why would I make an argument about a tutorial? You act like I didn’t learn my lesson the first time.[/quote]

I think you should take Stravant’s advice. It sounds like he knows a thing or two about card games and what’s best for the card game player. I think it’s important not to “re-invent” things in game design if it doesn’t add to user experience. From the sounds of things, according to Stravant, this is a huge step backward for User Experience when it comes to the Card genre. I’m not trying to pick sides but what Stravant has said is pretty dead on. We’re not hating on your game, just leaving our feedback. It’s important to listen, or at least consider, all of the feedback you can get![/quote]

I am listening, I’m not ignoring it. I whole-heartedly agree the deck editor is horrible, but how the UI is designed, I completely disagree.

Edit: Let me make this clear, because for some odd reason everyone thinks I’m not listening to input.

I will whole-heartedly listen to what you have to say, but when 3 other people pretty much repeat the same exact thing the other person has said, it gets very annoying.
This happened last time stravant posted about my game, he posted, and literally everyone just parroted him saying the same exact thing.

And I 100% agree the deck editor is horrible, and I plan to fix it.

Im not sure how accurate the formula is. :confused:

Using place visits doesnt work well anymore because inactive places don’t count to the total.
Using knockouts it pretty decent, but shouldn’t have all the weight in deciding.
Join dates could help.

Not sure what the best solution is though. You could manually do stats as well.