Comments (2)
This was worked on together with @sosaidi in the corresponding cheating branch #127. Will be closed together with PR #127
from open-realms.
Cheating now works by shaking the device. Once it's enabled, the ring of the coin-turnvalues turns white on both devices. The opponent can then tap that ring to uncover the attempt. If that happens before the turn is ended, all cards bought using the cheating feature are sacrificed (removed from the game) and a preset amount of damage (10) is dealt the cheating player. If the opponent wrongly accuses the player of cheating they're dealt another preset amount of damage
from open-realms.
Related Issues (20)
- handling message logic & communication to back/frontend HOT 1
- Implement a dummy view for cards, displaying their basic sats in the UI
- Game initialization
- Synergies
- Champions HOT 1
- Special Abilities HOT 4
- Effect Choice
- Implement server-side broadcasting or registration to announce the server's availability and game information
- Implement client-side scanning or querying for available servers based on the chosen discovery method
- Design and implement a UI component (e.g. custom ServerListView view or layout) to display a list of available servers to the player
- Add functionality for players to connect to a selected server from the list of available servers
- Test the discovery mechanism on various network configurations and devices to ensure compatibility and reliability
- Dynamic Card Datakeeping
- Design Object-Oriented Classes for Hero Realms
- Integrate hero statistics into UI
- Integrate Server/Client Design HOT 5
- Separation of UI and Backend HOT 3
- run server as background service HOT 1
- message definition & implementation HOT 1
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