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Remove stash mechanic #586

Merged
merged 2 commits into from
Dec 27, 2017
Merged

Remove stash mechanic #586

merged 2 commits into from
Dec 27, 2017

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Kazuo256
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I recommend playtesting this branch before accepting the PR.

From what I playtested, the abscence of the stash mechanic made gameplay more dynamic, although there are some moments where stashing is missed. For instance. when you have a Divination in a full hand, but can't stash some other useless card, you are forced to wait before using Divination with its full value. I don't think it's a problem, but may be worth considering.

@Kazuo256 Kazuo256 added feature it's a new thing gameplay labels Dec 25, 2017
@Kazuo256 Kazuo256 added this to the v0.2.x milestone Dec 25, 2017
@aki-cat
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aki-cat commented Dec 26, 2017

Well, after some testing I have two main concerns:

  1. The 'play' text on the handview changed case, and it looks weird now.
  2. When you have an unwanted widget, particularly unwanted equipment, on your hand, you have nothing you can do about it and you also can't buy a new hand and it sucks

@aki-cat
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aki-cat commented Dec 26, 2017

ok, correction: the 'play' text on the handview is my fault i need to tweak it a little later on

@Kazuo256
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  1. When you have an unwanted widget, particularly unwanted equipment, on your hand, you have nothing you can do about it and you also can't buy a new hand and it sucks

Why can't you buy a new hand?

@aki-cat
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aki-cat commented Dec 26, 2017

Ah, I see, now you can draw new hands when you still have cards in your current hand.
Will have to test play further then

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aki-cat commented Dec 27, 2017

Ok, this seems fine, though it seems that since now you can both play a card or draw a new hand at any given time, we are short of one input (or two, if we want a quick button for backbuffer-managing.

The only thing that truly bothers me is that by making these two maneuvers independent, they are now competing for the same input in user_turn.lua. Choose only one to stay (preferably PLAY_CARD) and remove the other.

There are other things to balance though

Here:

--line 113
elseif INPUT.wasActionPressed('ACTION_1') then
    if _route.getControlledActor():isHandEmpty() then
      _startTask(DEFS.ACTION.DRAW_NEW_HAND)
    else
      _startTask(DEFS.ACTION.PLAY_CARD)
    end

@Kazuo256
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Done

@aki-cat aki-cat merged commit 38d1877 into dev Dec 27, 2017
@aki-cat aki-cat deleted the feature/drop-stash branch December 27, 2017 00:58
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2 participants