Thank you uckelman.
I would really like to work on a Culdcept module, but there’s still some things I need to figure out before I can fully plan one. I’m still going over the “Vassal 3.1 Designer’s Guide” (and trying to understand it).
While Culdcept plays like card/board game, it’s still a video game and certain components might have to be modified or removed for it to function as a VASSAL module. Many (if not most) of the original Culdcept games’ “parts” are calculated and kept track of automatically and without the players’ input. I’m not entirely sure yet what VASSAL can automatically do for players and what it can’t.
Some other examples of things that I’m not sure are doable with VASSAL:
-Certain card effects can transform a card into a random other card of the same type (essentially generating a random card out of thin air from the entire card library).
-Similarly, attaching/using a card on another card which changes it into another specific card (again, basically pulling a card out of thin air).
-Like I mentioned previously, the sheer number of different calculations and things to keep track of.
-While there are actually seven different Culdcept games to date, there are considered to be five “versions” of the game. While I would like to combine all five together, I realize that’s not really feasible (for any number of reasons, including duplicate cards, altered/alternate rules, and gameplay balance). Is it possible to make a “five-in-one” module, or would I have to make five different modules?
There are a lot more things that I could ask about, but these are all that come to mind at the moment.
I’m not sure how clear I was with all this, so just incase I’ve put in some download links:
These are download links for the game manuals for Culcept (PS2) and Culdcept Saga (Xbox 360), the only Culdcept games every released outside of Japan.
Culdcept (PlayStation 2): replacementdocs.com/request.php?4937
Culcept Saga (Xbox 360): replacementdocs.com/request.php?6657
Any help would be greatly appreciated.