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Brainstorming Pyramid Design Discussion
Below here would be how wide or how deep the pyramid would form if we get to, say, 36 cards. (Images would be better, the wiki's font makes these look weird unfortunately.)
8 rows example:
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11 rows example
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##Discussion
At some point we keep an alternating width, so that we don’t blow out our screen size We will run out of vertical real estate before horizontal because we the window is wider than it is taller, the cards are taller than they are wider, and there is other content which needs to be rendered above the pyramid.
Losing vertical real estate is fine. Not seeing cards at the bottom of the pyramid is just hidden information. Losing horizontal real estate means we’d have to either a) make cards smaller, or b) making a scrollbar for our pyramid, which is just flat out painful
I agree on the scrollbar or mouse shift and screen moves idea. We should always keep the UI in a screen if possible for best user experience. =D
Making the cards per row go from 1 -> x (max) and then x -> 1 (repeating) allows for a level of interaction between the players by making you play around the chokepoints and amount of options available differently each turn. Eg. A card like ‘stop your opponent from playing target card next turn’ used when they only have one card in the row would cause them to play nothing the next turn. This system (I'll call trickle rotation) also avoids the staleness conundrum that some other games have of late-game draw-play1card-pass situations. From a design space standpoint, this allows more mechanics (like increasing your row size artificially and speeding up/slowing down the increase/decrease). This system can be implemented either by bottlenecking (current play system) or by removing rows after x cards have been played from that row (solving the vertical real estate problem, only allow play of only those ‘unleafed’ from the previously played), the rest could either be returned to the deck or discarded. Sam.
Saving and Loading
Statistics tracking
- Statistics Tracking Overview
- Statistics Tracking
- User Statistics
- Champion Statistics
- Common Statistics
Game Play
APIs
- Section One: Pyramid Scheme Beginner's Guide
- Section Two: Getting Started
- Section Three: The Pyramid
- Section Four: Game Layout Explanation
- Section Five: Cards
- Section Six: Champions
- Section Seven: DuckDust
- Section: Eight: How to play Pyramid Scheme
- Section Nine: Ways to play
- Section Ten: Deck Building
- Section Eleven: How to Acquire Cards
- Section Twelve: Achievements
- Section Thirteen: Accessories
Other Guides
Design Guides
Overviews
- Architecture Overview
- UI Overview
- Main Menu Screen Overview
- Standardised Screen Graphics
- Overview of Graphics
Features
- Story Mode
- Cutscenes
- Beginners Guide Tutorial
- Clock
- Deckbuilding
- Card Deck Gallery
- Champion Roster
- Market Place
- Card Packs
- Game Settings
- Tool-tips
Animations
Splash Screen & Create Account Screen
Player Account Settings
AI
Duck Dust
Brainstorming
- Brainstorming - General
- Brainstorming - UI
- Brainstorming - Mechanics
- Brainstorming - Pyramid Design Discussion
- Brainstorming - Champions, Abilities and Design Mock-up
- Brainstorming - Achievement
Future Development