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update the advanced terrain cards in the main deck to show a band of colour along the top matching the basic terrain but in purple for now. implement a colour band at the bottom of all the creatures to denote their type and sub-type: basic herbivore is yellow, advanced herbivore is green, basic carnivore is orange and advanced carnivore is red. go!
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now we need to build the main deck so that we can implement that into the game and begin the game loop, here is the main deck card split: 20x 'Advanced' 'Terrain' cards (2 x 'fresh' 'water' cards both with no climate requirement [can be placed on any climate], 5 x 'sea' 'water' cards, 1 requires 'cold', 1 requires 'hot' and 1 requires 'temperate' climates, the 4th requires either 'temperate' or 'hot' climates and the 5th has no climate requirements. Then there are the 'land' terrain cards: 3 x 'mountain' types 1 has no climate requirements, 1 needs either temperate or cold and the last needs either temperate or hot, 5 x 'hill' type, 1 needs hot, 1 needs cold and 1 needs temperate, 1 needs either temperate or hot and the 5th needs either temperate or cold, finally, there are the 'flat land' cards - 5 of them, 1 each for cold, temperate and hot as the other types, 1 for temperate of hot, and the 5th requires either temperate or cold as before. the rest of the main deck are the creature cards split into 32 x basic herbivore cards, 12 x advanced herbivore cards, 10 x basic carnivore cards and 8 x advanced carnivore cards we will leave the parameters of the creature cards until later but perhaps for now, add some place-holder information for them with basic climate requirements. go!
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move the 'scry active' text reminder to the right under the 'cards drawn' text and make it read: 'Scry' and have a small highlight
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shift the climate zone text left a little so its fully visible and shift the cards slightly right
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good, now make the climate zone text verticle as atm it dissapears behind cards
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i have realised that during gameplay, the climate parameter for each space needs to stay visible and thus i think rather than display it as a band of colour on each card, lets put it as a background for each row and change the colour bar at the top of the basic terrain cards to white to denote 'basic' status. please implement these changes
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good, now increase the text size and make it bolder as it is hard to read atm
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perfect! UI is filled but not too full, however, during game play cards will get placed upon others in a 'stack' system which will increase the y axis of each card stack so therefore, please decrease card scale by 10% and increase the amount of space between the tops and bottoms of any such card row by enough to fit the coloured strip indicators twice
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i have zoomed my screen which is good, thank you but i also feel an increase in the card size will help since there is so mucu unused space on the UI anyway, please implement card scale increase by 50%
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yes
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brilliant! lets do the setup: there is a pool of 23 basic terrain cards split thus: 9 x water-type cards (6 x sea, 3 x fresh) 14 x land-type cards (4 x mountain, 5 x hill and 5 x flat land), they are shuffled and arranged in a planet layout: 2-4-6-4-2 formation (top to bottom). Climate zones are assigned before the shuffle: Cold (rows 1&5), Temperate (rows 2&4), Hot (row 3) Cards gain climate attributes based on their row position as mentioned before. This setup is the 'basic' setup and there will be options to vary this with things like: number of cards in each row, what each rows climate is and so on that can be chosen by the user or randomised in the pre-setup step. after the drawn basic terrains are placed and climates are assigned to them, the main deck is shuffled, the round marker is set to 0 and the 'scry' token is shown in the info panel of the UI ('scry' rule to be discussed later). No cards are in the players hand at this stage. the un-used basic terrain cards are not used during game (except for some events). implement this please
Code edit (1 edits merged)
Please save this source code
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Evolution Links: Planet Builder
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Game is a single player, turn based card game to be created as an app to play on mobile and desktop devices. The visuals are in simple 2D and the main screen is the 'board' which is a grid of the cards dealt in setup and added to during play. Also in the UI is the player hand and a scoring/info visual helper. The game is played in turns which are split over 5 'rounds'. A round is completed when the 'main deck' runs out and is reshuffled. A turn is split into 'phases' which will be described in detail later but essentially, a turn is: draw 3 cards from the main deck, play 1 card onto a card already in play, apply any 'on-play' effect, adjust the 'links' (to be explained later), check states and finish turn. basically the game represents the evolution of a planet and the interactions between carnivores and their herbivore prey (hence the 'links'). There are also 'events' that are added to the deck if a creature dies. There is a setup step before the game begins which lays out a number of cards in position to represent the fresh planet. Perhaps 2 player integration later on in a 'hot seat' kind of way. Is that enough info for a basic reference? We can discuss card types, setup, in depth turn structure etc etc, what shall we discuss or is there info that you feel is necessary now?
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
}); /****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0x000000
});