by ubeefx » 24 Jul 2011, 14:49
- the cube was limited to around 500 cards, so the need did not arise
- I wanted maximum flexibility, so Java code, to have a good AI
- Java code is easier to refactor during development
If the intention is to let Magarena have many more cards, then I am in favor of migrating to scripts.
Best way is to do this gradually, like Forge was migrated from hard coded to scripted cards.
Most succesful projects with many cards and even the official DOTP use some kind of scripting.
Due to the lesser complexity and the need to save card definitions, I also switched to basic scripting in Dreamwalkers.
by jeffwadsworth » 25 Jul 2011, 00:45
by madmarcel » 25 Jul 2011, 04:07
Could also be the (perceived) complexity of the code...
Could be that people don't like the interface...who knows.
IIRC the emphasis was/is on getting the AI right, and that is easier to test with a small set of cards.
I'm willing to put up with a small subset of cards if the gameplay (AI) and GUI is superior, and having tried most of the other software...well, I won't say too much.
My current copy of MagArena is at 1200+ cards at the moment BTW...working on adding more. Added all the 'vanilla' and simple keyword creatures for a start. That adds a bit of diversity to the pauper format...but then again...when was the last time you saw Headless Horseman or Gerrard's Irregulars ???
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by ubeefx » 25 Jul 2011, 10:34
I made Magarena open source mainly to avoid legal issues and because I wanted to contribute at least once to an open source project.
And then the ideal is of course to have your very own project.
The commercial ambitions I had with this game were not successful, but I learned a lot.
I still prefer playing Magarena to anything else Magic related on this forum.
But I am very interested in other projects to see what they do from a technical perspective.
The code in Magarena is far more flexible and structured than people might think.
Given enough effort there are no issues with having many more cards, even from an AI point of view.
What people might not realize is that I actually spent many hours composing the ubeefx cube, this is not a random collection of cards.
I personally have little need for a game with more than 600 cards, that is why I even removed cards at times.
by Huggybaby » 25 Jul 2011, 18:26
So, why didn't Magarena acquire more developers? Because it didn't need them!
by melvin » 26 Jul 2011, 01:56
Thanks for the vote of confidence IMHO, having a single point of failure is always a bad idea and I don't know how long I can keep up this pace. For the project to be sustainable in the long run, we really need a community of developers and users.
Open source is also much less fun when you only see your own changes. It feels so much like the projects that I do at work where I am the sole developer.
by Huggybaby » 26 Jul 2011, 17:58
With this project it may not be obvious you're looking for help.
Perhaps advertise that you're looking to add more cards, or some specific feature like a deck builder?
by melvin » 14 Aug 2011, 03:23
Going back to the issue raised by ubeefx, I would also like to see the scripting capability in Magarena enhanced so that users can add simple cards by themselves. The other benefit of scripting is a reduction in the complexity of the code base since in the process of scripting we come up with a domain specific language to describe the cards. Java is very flexible but also very verbose and easy to make mistakes, using a card script should make things more concise and reduce errors.
Rather than "designing" this card script from the top down, a slow gradual migration is in progress. This started with the refactoring to move the code necessary to implement a card into its own file. In the process, I was able to simplify some of these codes to just a couple of lines. Moving this to a script is a matter of introducing some keywords and a parser to read in the card script and initialize the card object.
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