MTG Forge - broken by design - thanks Dennis, Rob, Zerker
I just wanted to thank Dennis, Rob, Zerker and everybody else that has submitted code for MTG Forge. Some of the code is very beastly and hard to understand. I should know because I wrote horrible code just to get everything running.
MTG Forge has many features that are "broken by design". Code that I wrote just to get things working but then haunts you later when you try to do something more complicated, like the phase code which will not let me code Time Walk. I haven't programmed new cards for MTG Forge in awhile because it is really hard, and by "really hard" I mean that you work an hour or two on something but you can never get it working 100%. Which is exactly what happened when I did Fieldmist Borderpost. I could never get the code to exactly match the card text.
Correct me if I'm wrong, but Dennis had to update all of the cards that let the player choose targets in order to implement protection. I didn't think MTG Forge would ever support protection because it was so frigging complicated. Dennis has added a load of cards by expanding the keywords that cards.txt understand. And Zerker bravely added a mana pool despite the lack of documentation.
Guys like Dennis, Rob, and Zerker wrestle with the code that I wrote during my marathon coding sessions from 11-2am and sometimes later. Everytime I download a new version of MTG Forge I'm amazed by the number of new cards and features. Features that I didn't have to code and debug for hours on end. New versions appear almost "magically" and I envision little elves furiously coding at night.
I thank Dennis, Rob, and Zerker not because working on MTG Forge is easy, but because it is hard.
MTG Forge has many features that are "broken by design". Code that I wrote just to get things working but then haunts you later when you try to do something more complicated, like the phase code which will not let me code Time Walk. I haven't programmed new cards for MTG Forge in awhile because it is really hard, and by "really hard" I mean that you work an hour or two on something but you can never get it working 100%. Which is exactly what happened when I did Fieldmist Borderpost. I could never get the code to exactly match the card text.
Correct me if I'm wrong, but Dennis had to update all of the cards that let the player choose targets in order to implement protection. I didn't think MTG Forge would ever support protection because it was so frigging complicated. Dennis has added a load of cards by expanding the keywords that cards.txt understand. And Zerker bravely added a mana pool despite the lack of documentation.
Guys like Dennis, Rob, and Zerker wrestle with the code that I wrote during my marathon coding sessions from 11-2am and sometimes later. Everytime I download a new version of MTG Forge I'm amazed by the number of new cards and features. Features that I didn't have to code and debug for hours on end. New versions appear almost "magically" and I envision little elves furiously coding at night.
I thank Dennis, Rob, and Zerker not because working on MTG Forge is easy, but because it is hard.
