Add flavor texts to skin data & draw it properly on cards at the bottom #4

Open
opened 2024-08-03 09:51:26 +00:00 by Erzangel · 3 comments
Owner

Mostly to restore the old way cards were.

I will (eventually) cook a PR and attach screenshots to let you guys challenge how it looks

Mostly to restore the old way cards were. I will (eventually) cook a PR and attach screenshots to let you guys challenge how it looks
Erzangel added the enhancement
complexity
easy
labels 2024-08-03 09:51:26 +00:00
Author
Owner

Realizing the main issue with this is the spacing of the "actual" effects.

Most Hero Realm cards sometimes fill empty space with flavor text, which can be of varying lengths. So it might be a good idea to embark card_skin_data in the create_effects function in order to address this.

Here is the issue illustrated:

A Hero Realms card with flavor text:

https://www.herorealms.com/wp-content/uploads/2017/09/BDR-EN-002-dragons-bite.jpg

An example of how flavor text does not properly fit without modifications to how effects are displayed:

Screenshot from 2024-08-03 12-11-28.png

This honestly does not look very trivial to do, but I want to get your two cents on this

IMO:

  • We can either scrap flavor texts entirely / postpone them (lazy but fair because not critical, falls in "nice to haves" but gives the game a bit of soul)
  • We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion)
  • We could be even more lazy and relocate the flavor text somewhere else / do something else with it. What I have in mind:
    • Flavor text when you hover over it with the mouse, on the bottom of the image or as a dialog somewhere? (not too fond of it personally)
    • Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?)

@legonzaur @Fhuris

Realizing the main issue with this is the spacing of the "actual" effects. Most Hero Realm cards sometimes fill empty space with flavor text, which can be of varying lengths. So it might be a good idea to embark `card_skin_data` in the `create_effects` function in order to address this. Here is the issue illustrated: A Hero Realms card with flavor text: https://www.herorealms.com/wp-content/uploads/2017/09/BDR-EN-002-dragons-bite.jpg An example of how flavor text does not properly fit without modifications to how effects are displayed: ![Screenshot from 2024-08-03 12-11-28.png](/attachments/75723a92-09b0-4cde-87f2-39d76c54a427) This honestly does not look very trivial to do, but I want to get your two cents on this IMO: - We can either scrap flavor texts entirely / postpone them (lazy but fair because not critical, falls in "nice to haves" but gives the game a bit of soul) - We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion) - We could be even more lazy and relocate the flavor text somewhere else / do something else with it. What I have in mind: - Flavor text when you hover over it with the mouse, on the bottom of the image or as a dialog somewhere? (not too fond of it personally) - Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?) @legonzaur @Fhuris
Erzangel added the question label 2024-08-03 10:20:44 +00:00
Author
Owner

Created https://git.legonzaur.fr/heronfief/cards-gen/src/branch/feat/flavor_text with my WIP changes, which is what I used for the screenshot

Created https://git.legonzaur.fr/heronfief/cards-gen/src/branch/feat/flavor_text with my WIP changes, which is what I used for the screenshot
Owner

We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion)

Doable, we might want to clean up the code a little bit before that.

Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?)

image

> We can reorganize effects layout based on flavor text existence / size (might be possible ig? that's where I want to have ur opinion) Doable, we might want to clean up the code a little bit before that. > Flavor text as a speech bubble when we play the card? (Could be cool honestly, might synergize with sound effects when we get some?) ![image](/attachments/eae48f48-4471-4c16-ace7-b72411e4caba)
Erzangel added
complexity
medium
and removed
complexity
easy
labels 2024-08-05 14:01:55 +00:00
Sign in to join this conversation.