Mega update on MCG:
Due to growing complexity on the server side and growing pains with working with Godot's UI layer, the project is moving to be HTML5-based, with P2P networking via WebRTC.
The repository URL is the same, I've already implemented basic networking and currently working on the deck builder.

Finally, Bots are almost done in Cardgage!
What are bots for, you may ask?
Rule engines and drafting and other sort of activity where you want authoritative servers. Bots are like IRC bots, except in Cardgage they have a special "bot" role and don't count toward room limits.
Bots are automatically added to any room that has specific gameID/tags that bots subscribe for.

In other news, the "draft" Go library is also getting bigger. I've added the first code for doing actual drafts with it (It's called "draft" after all!). I8PCube has already been made compatible with the new seeding interface as well!

Updates on Cardgage:
I made a lot of progress on the room service, which now actually receives/sends messages coming in/out of the database, clients can join mid-game and receive the full history and start listening on new entries. Since the game is still under heavy development, I made a web client to interact with the lobby and room service:
You can find it in mcg/mlp-server-tools

I struggled for weeks getting go-micro to work for me and I finally gave up and switched to go-kit. This means that a lot of the heavy lifting is now back on my end, but it also means that I get to make more decisions on those sides.
I love go-kit so far, it's "out of your way" mindset scared me at first but I've quickly learned to embrace it!

I know backends are boring, but I have updates for Cardgage: last few days saw a lot of changes! I finally figured out how to do rule engines, even though it's not there yet. If you havent' seen Cardgage yet, you should check it out:

More personal, techy toot coming up!

Things have been moving, though a bit slowly: We have a loading screen! And some maybe some music? Gotta make sure it doesn't get in the way of chatting though

Turns out generating random booster packs is not so trivial, for MCG we made "draft", a Go library for seeding packs from imaginary booster boxes and cubes! Core is generic but has a MLP:CCG submodule.
Check it out:

Been designing icons for the different phases, what do you think?

Everything looks quite rough because I'm having trouble getting anti-aliasing to work in Godot. If you know how to get it to work please do contact me :S

Do you like Yu-Gi-Oh? Well me neither, but I did like that their games have the card count of each pile visible, so I added it as well! This will make your mill game much easier.. if only mill was viable at all in this game 😔

I tried to emulate the MTG:A hand as I personally like it a lot, the algorithm is still a bit half-assed, but it seems to work quite fine for non-ridicolous hands. Biggest issue is the lack of a lower/upper bounds for the card rotations at the edge, but it should be easy to fix later. I wanted to make the card "space away" when dragging them inside the hand, but I found it harder than expected. That said, I'm quite satisfied with how it looks right now!

Since the game is meant to be web-based, resources will be lazy-loaded, where possible. Right now this is made as soon as the cards are instanced (with a silly placeholder) but in the future the images probably will be fetched before the match even starts. This does pose an issue for competitive matches (you can sniff the traffic and know the opponent's deck) so I'm not yet totally sold on that idea.

Let's give this another try, shall we?
Hello! On this account I will post updates on an unnamed card game simulator for the My Little Pony collectible card game. Working name is "MCG" (MLP Card Game).
Source code for the game, server and tools can be found here:

(。O ω O。)

Your generic mastodon instance for people who just want to have fun. Rules are pretty simple and moderation is lax, just remember to be a good boi!