The game I'm implementing has a lot of different cards with passive effects that modify the turn flow.
Besides the command to the user that appears in the white bar at the top of the screen (with buttons), I would like to show the user some more information about which other effects are active, which change the usual options available.
Due to the many possible combinations of some the effects, I don't think I should cram everything into the single translatable state description string.
In most cases, this information doesn't matter to other players. When card effects apply to something the player did, I will mention it in the log when I describe the action a player took.
I thought of having a special text area at the top of the UI, beneath the white status line, which I will use for that information.
Is this something that is not too alien to the BGA interface? Would you suggest another approach?
Here are some simplified examples.
Also, since the turn structure in the game contains many steps, I'm considering having the list of steps always be on the screen, and highlighting the current one. I think Race for the Galaxy's interface does something similar.
Besides the command to the user that appears in the white bar at the top of the screen (with buttons), I would like to show the user some more information about which other effects are active, which change the usual options available.
Due to the many possible combinations of some the effects, I don't think I should cram everything into the single translatable state description string.
In most cases, this information doesn't matter to other players. When card effects apply to something the player did, I will mention it in the log when I describe the action a player took.
I thought of having a special text area at the top of the UI, beneath the white status line, which I will use for that information.
Is this something that is not too alien to the BGA interface? Would you suggest another approach?
Here are some simplified examples.
Instruction to player: "You must pick a card from area A"
Additional info: "Card Effect X: You may also pick from area B \n Card Effect Y: You may also pick from Area C"
Instruction to player: "Select two red cards from your hand to reveal to all players"
Additional info: "Card Effect X: You may select any blue card in area B to discard it to pay for the cost"
This action allows the player to discard some cards, then refill the hand according to some non-obvious calculations
Instruction to player: "Select 0 or more cards to discard"
Additional info: (dynamically based on number of currently selected cards) "You will draw 2 cards"
Also, since the turn structure in the game contains many steps, I'm considering having the list of steps always be on the screen, and highlighting the current one. I think Race for the Galaxy's interface does something similar.