I've been working on a collectible card game recently (think crappy Hearthstones or Spellstones).
So the obvious question is, what is SPECIAL about THIS particular collectible/trading card game?
Well I plan on making it so that players who have seen the card a lot gets an increasing probability of "discovering" that card, and adding it to his inventory. So for example, the player has seen/fought a "dragon" card around 30 times in the last ten matches. Then that player will have a sizable chance of obtaining that dragon card. Any thoughts on this mechanic??? I probably will have to mess around with the probability distribution until it seems not too easy and not too grindish.
And of course players will be able to trade cards with each other.
- Custom text file format for easily creating new cards with no programming required
- Supports special abilities, such as poison, pierce, bloodthirst, etc. (full list in Github link at bottom of this post)
It uses JavaFX for graphics and slf4j for logging.
In the near future, I'm planning to implement networking. The code itself is split into a server and a client, and the server creates a new thread for each game.
Disclaimer: Right now, the server just creates a new thread for a single mock game, which also comes with a mock client, while I'm procrastinating in implementing networking. Also, I haven't got mouse events to work yet, so all actions are input in the IDE console, and the client is just visualizing all the user actions and game simulation.
I feel this short description doesn't do my project much justice, so feel free to look over the full description on the project Readme (and code!) in Github. https://github.com/GreenLantern101/Cards