| Hi,
My son has taken a shine to this after I sent him the link (he's up to 100 cards now...). Online, drafting, and the most important bit - user created content (he'd have been as happy with a traditional editor for the cards rules, but has had fun trying to convince the parser to do his bidding). The Discord link is timing out for me. Hopefully you don't mind a brain dump here. He had one feature request - the ability to restrict the number of Rare/Uncommon cards to be included in a deck built off of a given set (if that makes any sense). Also, we hit a few bugs.
One time we had a major state desync - on one player one team was entirely wiped out with a given card play, whereas on the other it had no/limited effect. From that point, the games diverged in their entirety - including the log. It was only because we were sat next to each other we even knew. Some form of hashing of the engine state and comparisons every play could ensure that at least a desync identified (which would hopefully lead to a fix). Another time, the 'End Turn' button was unresponsive for one player, and we instead had to force a draw. He had an issue with a card he created that read "when you draw a card, ...", which was triggering when the opponent drew too. The final thing is more of an irritation, which is the 'Activation' overlay can make it hard to move/attack to the hex immediately to the right. Otherwise, great game and it's obviously a labour of love. Jist hope for a bit more interest and player activity. |
Glad that you and your son have had fun playing it! He's definitely made the most cards in Wordbots of any user so far, so that's pretty cool :-)
I'll respond to each issue in turn:
Re: decks and card rarity – I hadn't thought of this when implementing card rarities (which right now take effect only in draft mode), but it's a good idea. I'll make an issue for it.
Re: state desync – I've never noticed this issue in testing, but I will admit that the multiplayer code is pretty sloppy (this part isn't exactly my strong suit). In theory the game should be fully deterministic (and the RNG is seeded identically for both players and the server), but it's possible that either a socket message got lost somewhere or there's some nondeterminism in some card behavior that I neglected to notice. If you encounter this again, please let me know what happened right before the desync – it'll help us narrow down the issue. And hashing the state and checking it periodically seems like a good measure to take for now; I'll make an issue for it.
Re: End Turn button unresponsive – This is a bug we've had in the past, and it was caused by an error occurring during combat, resulting in the game state thinking that an attack animation was still happening (so the turn couldn't end yet). I'm pretty sure that it's fixed now, but if you encounter it again, check the game debug log and JS console to see if anything weird happened right before.
Re: card draw trigger – Oops, this looks like an issue with how `afterCardDraw` is being triggered, should be an easy fix on my end. I'll take a look.
Re: Activate popover – Yeah, this is feedback we've gotten in the past, and we're looking into what a better UX for object activation could look like.