Best way to do a card game?
by Paul Bruner · in Torque Game Builder · 04/13/2010 (6:13 pm) · 3 replies
I am coming from a programing background and I am having a bit of a time wrapping my head around using this 2D engine. I am a logic/database programer at heart so I tend to think of the basic logic before the interface.
On one hand it looks easy to use but on the other its hard to get out of habits I have. One thing I am doing to learn is making a "simple" poker game This way I can set up AI, some hand identification code and maybe some basic networking.
The problem I am running into is that I keep wanting to just write a big script that handles a majority of the game and relegate the card sprites as an interface to click on. That is use the sprites on the screen more as button events.
I am sure I am missing something here. Everyone says its so easy to make card games but I just don't see it.
PS - I have done both the Asteroid tutorial and the side scrolling one so I am familiar with the engine. I just don't understand how to use the info I learned in a card game environment.
On one hand it looks easy to use but on the other its hard to get out of habits I have. One thing I am doing to learn is making a "simple" poker game This way I can set up AI, some hand identification code and maybe some basic networking.
The problem I am running into is that I keep wanting to just write a big script that handles a majority of the game and relegate the card sprites as an interface to click on. That is use the sprites on the screen more as button events.
I am sure I am missing something here. Everyone says its so easy to make card games but I just don't see it.
PS - I have done both the Asteroid tutorial and the side scrolling one so I am familiar with the engine. I just don't understand how to use the info I learned in a card game environment.
#2
04/13/2010 (10:01 pm)
Kind-of as an aside, I write my games exactly as you describe. My current game is a casual little game with solitaire, puzzles, cave exploration, and powerups. All of the game is handled through a set of "abstract" classes and the rest of the game (GUIs, sprites, etc.) either looks at those values or are told that new values are available. I guess my point is that your method is common and valid... just keep working on it and you'll eventually have it.
#3
04/14/2010 (3:49 am)
Er no I didn't know it came with the said example:P Thanks I will look into it, I just got started maybe a few days ago.
Torque 3D Owner Bloodknight
Bloodknight Studios
Not sure that this is a problem except for the fact that yu seem to think its a problem "argue your limitations and they shall be yours" an odd phrase i read 20+ years ago, re-itterated to myself at least once a week.
In a card game pretty much the cards, hands, decks are buttons, aside from a loop that checks hands for certain arrangements (using a poker hand as example, pairs, full house, straights, flushes etc etc) and which hand is a winning hand if its that kind of game.
btw you do know that TGB comes with a full card game as an example right?
C:\Program Files (x86)\GarageGames\TorqueGameBuilder-1.7.4\games\Blackjack