Hey again. Nice work on the art!
Here's what I've got at this stage: https://mega.nz/file/8pkSGbyT#0BmweUVelTKsaBSrBRLKscANB0gYtcTGvb-SnO4gz0I
I think almost every rule is implemented now. There's just one I only just picked up on about Jessa having to steal her 2 cards at the same time and a couple I need clarification on.
-Can Jessa sequence break with Bossy Bestie?
-Could she move from playground back to the lemonade stand?
-Or must she do another action at the playground or alley?
-Does Sour Broccoli (Lemon Slime) remove 5 ego before or after you've received ego from your strongest card?
It doesn't have the updated art. I think something went wrong with the link you posted as it only points to one image instead of a whole folder.
To help with debugging, I've added a cheat mode that lets you choose everything that happens instead of having it be random. This should let you simulate any scenario as well as run a perfect game.
-You can reset at any time with F5
-And toggle cheatmode on/off mid-game with F12
The current screens I have in the game are
-Title screen
-Starter card reveal screen
-Screen to pick kids actions for the day
-(window) popup to show binder, playground, Ego and Bucks from the planning screen
-Screen to give kids the items they need for the day
-Screen to reveal the days event.
-Screen to show a new location has started
-Screen to show the lemonade stand in action
-Screen to show the store in action
-Screen to show the top two cards of the store deck
-Screen to crack open the booster packs
-Screen to replace a binder card with a booster card
-Screen to select who trades next
-Screen to show the playground in action
-Screen for when a kid is unable to trade their cards
-Screen to remind the card Mindy brought to the alley, plus total strength
-Screen to show the card DSD will duel with
-Screen to show the battle results
-Screen to add pocket cards to binder
-Screen to show the day is over
-Screen for endings
-Screen to show change in ego
-(window)Screen to show a friend leaving
You can find them all in the game, but with the minimal amount of info needed.
If you run through a few games and think about what you'd like to know about the state of the board on each screen, you're on, that's probably the best way to figure out what information you'd like to show.
Some things I've been thinking of are
-Lemonade stand screen shows how many Bucks are left in the buck pile so players know there are only 50 total
-A way to show which kids were affected by an event reveal. I have a system in place for basic animations (like the bucks flying on the screen in the lemonade stand scene) that I thought we could use something like that to show who's been affected.
-At the end of the day maybe have a summary of changes that have happened. Gained/lost Bucks/Ego, how many cards left the binder, how many were added, who left. Things like that.