Open nwawrzyniak opened 5 years ago
I'll be honest, "somewhat playable" is pretty impossible without making underscript have 5000 lines of code just to generate the deck
Nah, the deck should already be (somewhat) playable once you just add cards that share a single keyword, for example creating full taunt decks by adding a lot of cards that include the word "taunt", a silencer deck by adding cards with the keyword "silence" and so on. These decks may also contain anti-synergy (e.g. if there was a spell that deals less damage the more taunt monsters are on board it would still be included in the deck), but this would be a way to reduce the amount of lines needed to well under 100.
TL;DR: You're thinking to complicated. Deck generation does not need to be that smart.
Ah, completely skipped over that part... Right now I'm just thinking of filling it completely randomly... I'll think of more logic later.
So long as I get a good base I can plan other things later, I suppose.
Possibility to create a random deck from your collection.
This would mean having to parse/know the players entire collection. Normal cards as well as the shiny amounts. The decks could be either gold-curve-balanced with some cards of every cost or maybe fetch like 10 randomly cards selected cards and fill the deck with cards that share synergies like keywords and tribes. I Don't really care about how the random deck works tbh as long as decks are somewhat playable while completely random and not only the highest cost cards or something.
For comparison: Hearthstone got a similar feature and goes so far to take card synergy statistics into account and fills decks after a few random cards with the cards that are most oftenly played along them. A little overkill but creates cool, smart, random decks.