Furthermore, MTG Forge stores all of the card information in one method. Yes, the guts of all 1,500 cards is stuffed into one very long method, I use nested brackets to give each card its own namespace. This was done as a quick-and-dirty way to create new card objects. A better solution would have been to put each card in a separate file. If these card files were read at runtime, adding new cards would be easy versus compiling the whole project.
Currently MTG Forge stores all of the deck files in one master file. While this scheme simplifies some of the programming, it makes life more difficult for the user. Typically users make new decks and tweak preexisting ones and every time the user upgrades to a newer version, they have to save their "master deck file". I think it would be better if the decks were stored in separate files.
The deck files should also be plaintext in order to allow the user to easily cut-and-paste the deck contents when posting the deck to a forum. While MTG Forge doesn't support separate deck files, individual decks can be imported and exported, a binary file and a text file of the deck's contents is created. (You can view decks that people have posted here.)
The user interface could also be improved and although MTG Forge version 2.0 is still being built, it uses an abstract user interface. This will easily let allow another "front-end" to be written. MTG Forge's "rules engine" handles all of the mouse input and menus, so the user interface is only responsible for displaying life points and cards.
p.s.
Best Island ever, the Japanese get all the good card art, lol.
p.s.s.
The simplest videogame libraries I have found for Java are Fly, Ucigame, and GTGE (the link is currently down but it used to work). LWJGL seems popular but I don't understand it. LWJGL seems to require a working knowledge of OpenGL.
//example of nested brackets from CardFactory
getCard(String cardName)
{
{
//create Wrath of God
}
{
//create Giant Growth
}
{
//create Eager Cadet
}
}//getCard()
Do you remember long time ago I sent you some ideas how to load cards from separate files? So they can be loaded dynamically at runtime. The only thing I don't like is that this card files still should be compiled (into .class objects), so you can't modify them on a fly.
ReplyDeleteMay be the other good option will be to compile code from text files. Or make some tool that will validate all .java files and compile them into .class object, which later will be used by application. In this case any user will get the opportunity to add a card.
p.s. I've downloaded your latest version. It became much better %)
p.s.s. but one thing I've noticed is that sometime it is very very slow. I get delays even when tapping lands for mana ;(
If I'm not the one who faces such problems, may be one day you'll need to use java profiler to find out what happens
In any non-trivial program, there are always areas you could improve!
ReplyDeleteHopefully for version 2.0 the card code will be just text files which will be read at runtime.
ReplyDelete"p.s.s. but one thing I've noticed is that sometime it is very very slow. I get delays even when tapping lands for mana ;("
ReplyDeleteI use observers everywhere for better or worse, so when you tap a land the observer code is called. Sometimes it is a little slow on my home computer but is it very slow, 800 mhz I think.
Gando was experiencing slowdowns as well...
ReplyDeleteI don't know, I just bought a new laptop and Forge runs very very smooth for me (unless I have like 100+ tokens in play).
But even on my previous laptop which is a modest 1.66 dual core with 1GB of RAM, I hardly ever noticed slowdowns.
I know the incarnations (Wonder, Anger, Brawn, Valor, ... I guess we never coded the black one?) slow the game down as well, even in subsequent games...
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