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author | Robert McIntyre <rlm@mit.edu> |
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date | Tue, 18 Oct 2011 00:57:08 -0700 |
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1 Components of a MTG game3 - Relationships between players -- enemies, allies, transitivity4 - Card zones5 - which players can see what's in them6 - shuffling, peeking, zone-transfer7 - Cost-paying engine8 - validate sufficient payment9 - Player choice interface10 - yes/no dialogues11 - choose an in-game item from a list (creatures, players)12 - choose an abstract item from a list (creature types, mana colors)13 - branch conditions -- choose two14 - GIVE OPTION TO REMEMBER DEFAULT CHOICE IN A CERTAIN CONTEXT15 - Card status16 - name, visibility, face-up (independent from visibility)17 - other attributes (type, color)18 - modifiers: tokens, abilities19 - QUERY FOR CERTAIN ATTRIBUTES (number of tokens of a certain type, Haste)20 - CREATE LISTS OF CARDS POSSESSING CERTAIN PROPERTIES. DETERMINE PROPERTIES LAZILY.21 - Superstructure and metaphysics22 - Create and destroy particular instances of cards (e.g. some cards are destroyed in one zone and recreated in another as opposed to moved. distinguish creature spells from creatures)23 - Trace the origin of effects to these instances25 - Players and turns26 - Determine player priority (APNAP)27 - Keep track of whose turn it is28 - Handle combat29 - Possibility of adding or losing turns, taking control of turns30 - Win and lose conditions32 - Parsed Rules33 - Determine which rules apply.34 - Make rules happen. Chain them appropriately.35 - Ask players to make choices36 - Unparsed rules37 - Parse english text into MTG rules