All right people, I need your input on this one. I am going to rewrite the rendering system so you could set any resolution you want instead of sticking to VGA. I am also going to include all the extras from MArcomage into the game. But that raises a question: how do I do it and preserve a layout true to the original?
First off, I should note that in order to integrate MArcomage features, I will need to implement these things:
- Seeing both your cards and enemy cards
- Seeing what cards both you and the enemy played during the last turn
- A list of cards in the currently selected deck
- Keyword support
- Token counters
- Support a hand with up to 8 cards
Naturally, if I was to preserve VGA resolution, all of that wouldn't fit into the window. But I could create two new buttons: one would show your deck and the other would switch the view between your cards and enemy cards. There is also sufficient space for the token counters. However, if you were to play the game on a higher resolution, then there would be no need for such buttons - you would have enough space to see both your and enemy cards simultaneously. So the question is - should I: a) create buttons, b) drop low resolution support or c) create a mixed system where on low resolutions the button system would be used, while on high resolutions cards would be drawn normally?
Another question is what to do when you have too many cards in your hand. VGA only supports 6 cards, while the default for MArcomage is 8. The original Arcomage game stacked the cards in a way that they overlap - however, in that case it's really difficult to read what the card does, so it would be rather problematic to play this way. My idea is to use a sort of tooltip system - if you bring your mouse on a card, it gets highlighted and drawn on top of the other cards. However, here's the question: should the cards stack like in the original game, like this:
http://imgh.us/Cards1.svg
Or be stacked in a more 3D way, like this:
http://imgh.us/Cards2.svg
(Note: Your browser needs to support SVG to see those. And if it doesn't support SVG, what cave are you living in?
![:P :P](/forums/images/smilies/p.gif)
)
The advantage of the first option is that it would take a lot less vertical space; however, you would be able to see less in a glance. The amount of space the second option takes means that it can only be used to display the history, not your current cards, unfortunately.
And last but not least, for HD resolutions I need HD content. If anyone could create or find a way to get artwork that would be in the spirit of Arcomage (that means a castle in the background with hills etc.), it would speed up the process quite a lot.
As for the progress on the program: Lua scripting works very well. I have moved all of the cards from C to Lua, so anyone can edit them (and, more importantly, create their own cards). I'm now working on mod support (supporting more than a single source of card code so that the official and custom cards wouldn't become mixed), but in order to draw the MArcomage cards, I need to draw the card background and then their images, and lastly supplement all of that with actual font support. And that leads us right back to supporting more resolutions!
Another interesting this is that the original programmer is back. Though I'm still in charge of development, he will help with things like building RPM packages for Linux. He also moved the code from Gitorious to GitHub (since the former had really odd issues with the server going on).
Oh, and since this is now quite a bit different from the original version, I've bumped the version up to 0.4.0-GIT now. The stable release will probably be 0.4.1 or something like that. Naturally it requires you to have Lua installed now.