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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:

Batters

Batting average from .000 to .249 = Common

Batting average from .250 to .349 = Uncommon

Batting average greater than .349 = Rare

Pitchers

Earned run average greater than 3.25 = Common

Earned run average from 2.50 to 3.25 = Uncommon

Earned 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 card

Does the friend already have the card the player is offering? -1

Does the friend need the card the player is offering? +1

Total the scarcity levels for each side's offer using the following:

Common = 0

Uncommon = 1

Rare = 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  (60 - 67 of 67)
ihazusername
ihazusername Apr 13 2010, 5:50am says:

Could a stealth game be made on this? is this a could place to start for aspiring game developer/moder to make his 1st game?

+2 votes     reply to comment
leilei
leilei Apr 20 2010, 11:54pm replied:

yes

+2 votes     reply to comment
leilei
leilei Apr 6 2010, 11:30pm says:

GameMaker is good, but the worst thing to happen to it is the "free art/sound packs" by that "Predator" guy. Thanks to him, a lot of games made in GameMaker have a crappy, derivative look remiscent of happy ctrl-c and ctrl-v. Worse, all the graphics in his pack are all stolen from commercial games and no credit or even hints were given to the sources of origin for them.

+7 votes     reply to comment
Pat.Lithium
Pat.Lithium Mar 25 2010, 1:21am says:

No one uses the basic collisions, they're bad.

-2 votes     reply to comment
wobblieyes
wobblieyes Jan 13 2010, 6:04pm says:

Game Maker is a great easy to use and convenient platform for anyone who wants a step in the door to learning how to make games. If you ever get the chance to play around with it, I strongly recommend it. They currently have version 8 out, and even with a trial version, you still get to play around with a lot of substance.

+7 votes     reply to comment
TheLP
TheLP Jan 8 2010, 3:57am says:

I'm going to try and make a platformer on this engine at some point :)

+2 votes     reply to comment
Ichiman94
Ichiman94 Dec 7 2009, 6:19am says:

the basic collision is buggy sometimes....
happy easy 2D game making

+4 votes     reply to comment
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Company
YoYo Games
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Released Nov 14, 1999
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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…

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