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Blog RSS Feed Report abuse Latest News: The Mechanics of Trading Cards

About Waxpack Summer with 0 comments by randyhook on Jul 28th, 2014

The core of Waxpack Summer is trading cards. Currently, the game only supports trading with NPCs, so I had to devise a system that would make trading with the computer somewhat realistic. As I continue to build the game, these algorithms can surely be tweaked and improved, but for now, I just wanted to get the basics working.

Improved Look for the Trading Screen

It all starts with how a card set is generated. At the start of the game, after the player selects a summer to play, the game brings in all of the team and player data. Each player's card is created and given a scarcity level. Right now, this is how that level is assigned:

BattersBatting average from .000 to .249 = CommonBatting average from .250 to .349 = UncommonBatting average greater than .349 = Rare

PitchersEarned run average greater than 3.25 = CommonEarned run average from 2.50 to 3.25 = UncommonEarned run average less than 2.50 = Rare
Players get cards by purchasing them at the store with money earned from mowing lawns. Each pack is randomly generated, taking into account the scarcity levels.

Now we are to the point where we want to trade cards with an NPC. What I've done, in order to give the NPC an easy way to determine if they want to make the trade or not is to assign a "trade weight". Different factors of the trade alter the trade weight (initially set to 0) either positively or negatively. In the end, if the trade weight is greater than 0, the NPC will make the trade. If not, he will refuse the trade.

Here are the trade weight adjusters:Is the player offering more cards than he is requesting? +1 per additional cardDoes the friend already have the card the player is offering? -1Does the friend need the card the player is offering? +1
 Total the scarcity levels for each side's offer using the following:Common = 0Uncommon = 1Rare = 2
 If the player is offering less total scarcity than the friend, subtract the difference.If the player is offering more total scarcity than the friend, add the difference.
 Let's see this in action.

Friend Refusing a Trade

You can see here that I'm offering Dennis Martinez to my friend in return for Chet Lemon. Martinez is a 3.66 ERA pitcher and Lemon is a .318 batter. Using the weight adjusters, the friend doesn't like the trade.

Friend Accepting a Trade

Now you can see I sweetened the deal by also throwing in a Vic Correll card. Now my friend accepts the trade.

So, as I've mentioned, this is a pretty basic method for handling the AI functions for trading. Obviously there are a few flaws that need to be fixed. For example, I'm only looking at the last year's stats for the player. If it's a superstar card, but the player had an off year last year, he would still command a high demand.

I welcome any suggestions any of you may have on what would make a stronger algorithm to determine if a trade would be made or not. This is something that I can continuously improve and it is an interesting challenge. I hope you enjoyed this look at how the trading functions work at this point, and I look forward to hearing from you.

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Post comment Comments  (10 - 20 of 67)
rhayt7 May 30 2013, 2:27am says:

how do u make 3d games ?

-2 votes     reply to comment
InvaderGames Oct 19 2012, 10:16am says:

This should be updated with the GameMaker Studio information.

+3 votes     reply to comment
XanT Oct 22 2012, 6:52pm replied:

Yep in the process of adding more info/images to the page :) Thanks.

+3 votes     reply to comment
Bonesy0 Aug 17 2012, 5:20pm says:

Despite criticism, it's still a good engine with many possibilities. It's main reputation comes from the noobs and young children who buy it to make games. Many, many games made in this engine are crappy, but this is usually due to having no knowledge or being lazy. If this engine is used correctly (extensions, scripting, actually good graphics), I have no doubt that a good product can be made.

+11 votes     reply to comment
Batguerra Feb 20 2013, 3:16am replied:

Of course there are good games! For example Hotline Miami, award winner and for me the best indie game till now!

+4 votes     reply to comment
HabitueGames Oct 21 2012, 11:03am replied:

I'm trying to make my first release with GameMaker.
I've made games before in gamemaker but this will be the first one that I will release.

+6 votes     reply to comment
dark_grome3326 Aug 3 2012, 3:56am says:

this a cool engine

+3 votes     reply to comment
BenLap Jul 31 2012, 6:58pm says:

Hands down, GameMaker is a straightforward tool to make simple games. You can get a rough prototype of your game up and running in no time. The drag and drop buttons can really help beginners learn the nuances of coding, but GameMaker also includes a code editor for more advanced users.

+3 votes     reply to comment
Cheese47 Oct 11 2012, 5:02pm replied:

I totally agree! GML is very useful for making advanced games and as you progress you almost leave d&d behind.

+3 votes     reply to comment
Elec09 Dec 14 2011, 9:11pm says:

Excellent game creation program, (only one that I have used), but some one needs to update this page! A new version of game maker was released (8.1) some time ago, and I don't think that that is mentioned here. However, this is a great program, and I highly recommend for everyone to try it out.

+7 votes     reply to comment
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Highest Rated (4 agree) 10/10

Great to make both easy, simple games in minutes for beginners, and tons of options for those who are willing to go one step further. Game maker has been used to create commercial games, for iPods, iPhones, iPads and psp. The game maker community on Yoyogames is strong (well over 100 000 members) and very supportive. Posting your game on this community can result in it being published on an international scale, in addition to being featured and played by thousands of people.Yoyogames have also released…

Dec 14 2011, 8:56pm by Elec09

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