YCG Island - Game Discussion

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PegasusJKaiba
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Re: YCG Island - Game Discussion

Post by PegasusJKaiba » Tue Mar 29, 2011 2:27 am

NEWS!
Bighobbit has dropped out and we are down to 7 players remaining.
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MysticJhn
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YCG Island 2 will be great!

Post by MysticJhn » Fri Apr 08, 2011 6:59 am

After working with this original version and seeing what's missing, what could be improved, I think I really got it good this time around.

YCG Island 2 is loaded!

Features Include:
- More Field Types
- Turbo Duel Track
- Orichalcos MysticJhn
- YOUNGSTER
- More Bonuses
- Strategic ATK and DEF Difference
- Diagonal Movement

The one big thing I noticed with this first island is the vast amount of open space it has.
You can wander for ages with nothing special.
To be honest, there are only 5 Field types in it. Umi, Mountains, Desert, Forest, and Colosseum.
But by and large, there's just way too much area covered with nothing but grass.

YCG Island 2 has all those, minus the Colosseum (which nobody in YCG island 1 seemed to care about), but plus so many new sites and areas to just look at, there are literally landmarks to help you keep your bearing (and alter the duels).

The Turbo Duel Track alone will not only provide a bonus, but will keep the environment changing.
It literally cross-crosses the entire island.

This time I added more Traps and picked better locations for them too.
They weren't hit often enough for my liking.

Oh, and with the bonuses, EVERY type has bonuses that apply to it.
This first time around, some types got jipped or ignored entirely.
This time I made sure every type has a bonus.

I mentioned it before as well, but I made sure to throw in some more Defensive Bonuses.

Anyway, with only 6 players remaining, I'm expecting this version to end sooner than later.

I just finished putting the finishing touches on YCG Island 2, so I'm rather excited for the upcoming game.
You can expect sign-ups for it to start very soon after this game finishes.
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Re: YCG Island - Game Discussion

Post by LewieGee » Fri Apr 08, 2011 4:29 pm

Sounds good Mystic :D

Heck, I even like this first version, despite its slow pace...


Also, random thing, is it difficult to keep track of players and their positions? Plus the attacking and defending jazz... seems like a lot to track down?
:oops:

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Re: YCG Island - Game Discussion

Post by MysticJhn » Fri Apr 08, 2011 4:53 pm

Nah.

The player positions are marked by tokens on the map, and it's all moved around with Photoshop.
Seperate layers make moving players no harder than it would be to move a piece in checkers.
Everyone is a different color too, making it all that much easier.

Doing everyone's turn, depending on how many battles there are, might take anywhere between 15 minutes and an hour.
If everyone is just moving, could be really short.

But first I scan the PMs, whomever moves I slide their piece around the map in order of who replied first (makes a difference when someone is chasing someone else who is trying to get away).

Once all the moves are down, and that's like 3 minutes at worst, I send a PM to everyone not in a battle about their location.

The scouter is also it's own layer on the map I can slide around. There's a circle of the scouter's range with a centerpoint marked, so all I have to do to know who's within range is move the centerpoint over the player and check to see who's inside the circle.

Usually the basic scouter + next turn junk is all copypasta with the correct locations filled in.

So just moving the players that aren't battling isn't bad.

As for battling, I start with the first battling person to reply's PM, then find their battle partner's PM.
Open a notepad file, the current wordpad of everyone's monsters, and the rulebook that has all the bonuses in it.

The battle results you get is actually copypasta'd from the notepad file.
Once I write down who threw what monster in what position, I randomized the values.
After that it's just going through the bonuses in order, I have a huge bonuses list that I just run down.
Doing it this long, I've memorized the ones that come up a lot, so I don't even think about it that much.

The calculator does all the thinking, it's not like I'm sitting here multiplying percentages by hand.
As I apply bonuses, they get written down in the notepad file.

Copy/paste the battle results into the player's PM, tag on the "returns to hand" bit with the next turn bit, and send.
The other person in the battle is even easier since I just send them a complete duplicate copypasta of the first person's PM.
In essense, I'm only writing up one set of results for 2 different people when someone battles.
The only thing that is different between the PMs is which card returns to the hand.
And I've actually messed that up before.
The second person in a battle once got a message saying their opponent's monster returned to the hand.
It's that much copypasta.

Anyway, long story short, between writing things down as they happen and keeping player tokens on the actual map, it's all easy to keep track of.

All the monsters are in one file.
All the rules and bonuses in another.
All the players actually on the map's photoshop file and easily moved.
A lot of copy/paste and calculator use.
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Re: YCG Island - Game Discussion

Post by LewieGee » Fri Apr 08, 2011 5:37 pm

Wow, you've got it all organised pretty well then... if it were left up to me to organise this, you wouldn't get past a couple of rounds without me messing it all up...
:oops:

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Re: YCG Island - Game Discussion

Post by MysticJhn » Fri Apr 08, 2011 6:38 pm

Frankly, the only way this could be more efficient is if I knew how to make a program to do it all for me.

I'd love to have a program I can set up all the bonuses and people's decks in beforehand, input monster selections for parties as battles occur, and it just spits out the results for me, doing the value randomizing, bonus applying, and damage calculation a batle calls for.

But I already have enough parts outlined to this game that it could expand a lot.
Early in the planning for YCG Island 2, I was considering having a smaller, secondary D.D. Realm you could find entrances to.
However, seeing as there's not enough players to even truely fill the island, that woulda been too much.

If I had a programmer, I could go total MMO with this. :lol:
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Re: YCG Island - Game Discussion

Post by Laskeri » Fri Apr 08, 2011 6:45 pm

That'd be awesome.

Who exactly is left again?
Image

-thePTguy wrote:
echohawk wrote:And the ptguy would ride off into the sunset on a magical unicorn surround by legions of LoLcats. :P
But, wait, I already do that every once in a while ... :P

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Re: YCG Island - Game Discussion

Post by MysticJhn » Fri Apr 08, 2011 6:47 pm

Well, there's technically 7, although I believe it's been proven now that DoomMoose actually did leave, so it's probably 6.

Remaining Players
*RandomGuy*
Flying Elephant
Laskeri
LewieGee
Zeronex
hadokenboom25
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Re: YCG Island - Game Discussion

Post by Laskeri » Fri Apr 08, 2011 7:05 pm

So that's why Hado still comes on here sometimes
who are we waiting on? Zeronex?
Image

-thePTguy wrote:
echohawk wrote:And the ptguy would ride off into the sunset on a magical unicorn surround by legions of LoLcats. :P
But, wait, I already do that every once in a while ... :P

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Re: YCG Island - Game Discussion

Post by MysticJhn » Fri Apr 08, 2011 8:45 pm

We are still waiting this round for Zero, hado, and DoomMoose.

DoomMoose we're waiting for this round because last Round I wasn't expecting him to leave the forum suddenly, so I had to give him 1 fair round to decide in case it was an April Fool's joke.

hado surprisingly hasn't even read his last results yet, he's usually pretty good with getting his turns in timely, so that's surprising.

Zero has read his message but not replied, which was typical of a few guys.

No matter what, the round ends tommorrow.
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Re: YCG Island - Game Discussion

Post by MysticJhn » Sat Apr 09, 2011 12:16 am

Horrible double post, I know.

However, after much speculation and mis-assumption, seems DoomMoose isn't leaving after all, as we just got a turn in from him.

Should have known better that it was just an April Fool's Day joke given the horrible way it was worded, but the lack of Doom showing up the next several days and debunking it made it seem more realistic and just a terrible coincidence.

Like when someone wears a green shirt on St. Patrick's Day even though they forgot it was St. Patrick's Day.

So we do still have 7 players.

All the same, we're marching forwards with this game, hoping to come to a conclusion soon so that we can finish relatively quickly and get into the newer, better version.
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Re: YCG Island - Game Discussion

Post by PegasusJKaiba » Sat Apr 09, 2011 11:02 pm

Oooh!
YCG Island 2 sounds like so much devilishly good fun! ^_^


However, I'm not here just to chit-chat.

MONSTER POOL UPDATE!
NEW!
Jerry Beans Man - EARTH Plant Normal - Level 3 - 300 HP - 1750/0
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Re: YCG Island - Game Discussion

Post by PegasusJKaiba » Fri Apr 15, 2011 6:27 am

Since there's a pair of you so horribly lost and distant from everyone else it'll be 10 turns before you get even remotely close to other players, and 4 of you all jammed together on one space, it seems to me we need something to get things going in the right direction.

Battle teleportation!

If you and another player can agree to battle on any spot on the map, i'll send you both there.

The available areas are Mountain, Umi, Forest, Desert, Colosseum, and Plains.
Plains is a neutral grounds with no Field Bonuses.

So, from now until the end of the game, I'm envoking the ability to teleport.
Find a partner, find a place you want to battle.
Both send matching PMs to me agreeing to teleport.
Make sure the teleport makes clear who you are battling and the field type.

NOTE: This is only for players not currently in a battle.
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Re: YCG Island - Game Discussion

Post by PegasusJKaiba » Wed Apr 20, 2011 4:23 pm

NEWS!
Once again, Jerry Beans Man has been recovered from the Monster Pool.


On the battle front, since it would seem we're 1 round away from 5 people being on the same space, we might need to draft up rules quickly for 3+ player battles (again, a temporary rule just to keep the game moving).

Mystic and I will try to get something in place to be activated for Round 61.
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Re: YCG Island - Game Discussion

Post by MysticJhn » Thu Apr 21, 2011 11:19 am

Alright, I worked it out last night, and starting with Round 61, if you throw a monster card while standing on a space containing 3 or more players, you will be battling ALL of them.

Just to let you know, this rule is only temporary and will not be carried over into YCG Island 2, although I'll keep it around just in case it becaomes heavily needed like now.

Here how it works, feel free to ask any questions on the details.


Multi-Player Battle Format (3+ Players)

Each player throws 1 Monster Card as per normal.
All players have their monster's ATK/DEF values randomized at the same time.
Randomized values stay the same until the battle is over.
Battles will occur Round Robin style until all monsters have battled.
Battles will happen in order of who sent their PM first.
There will be no Attribute or Type Bonuses applied except Field related Type bonuses.

Player 1's monster battles Player 2's monster.
If Player 2's monster survives, Player 2's monster battles Player 3's monster.
If Player 3's monster survives, Player 3's monster battles Player 4's monster.
The last player's monster to join the battle will battle the first.


If a monster is destroyed, the battle turn passes to the next monster in order.

Example:

Player 1's monster destroys Player 2's monster.
The next battle to occur will be Player 3's monster against Player 4 (or Player 1 in a 3-way battle).


Example Results:

Player1 throws Monster1 in Attack! (1000 ATK)
Player2 throws Monster2 in Attack! (900 ATK)
Player3 throws Monster3 in Defense! (1200 DEF)
Player4 throws Monster4 in Attack! (1100 ATK)
Player5 throws Monster5 in Attack! (600 ATK)
Bonus: Monster1 ATK 1000 > 1300
Bonus: Monster2 ATK 900 > 950
Damage Calculation (Monster1 vs. Monster2): 350
Monster2 HP -87
Bonus: Monster3 DEF 1200 > 1500
Damage Calculation (Monster2 vs. Monster3): 550
Monster2 HP -137
Bonus: Monster4 1100 ATK > 1200 ATK
Damage Calculation (Monster3 vs. Monster4): 300
Monster4 HP -75
Bonus: Monster 5 ATK 600 > 850
Damage Calculation (Monster4 vs Monster5): 350
Monster5 HP -87
Damage Calculation (Monster5 vs. Monster1): 450
Monster5 HP -112
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