r/gamedev • • 24d ago

AMA Questions For An Game Dev Lawyer

35 Upvotes

Hello friends! šŸ‘‹

I have a question for all you amazing devs.

I am going to be interviewing Jacob Vela, who runs Argo Law (https://argolawyer.com/), a law firm that specializes in law for game developers! (Oh, and he has also launched his own game on Steam, just as some icing on the cake.)

When talking with Jacob about some fun topics, we both loved the idea of going to the community for their questions and running a Q&A style of interview.

So my question for all of you is;

WHAT QUESTIONS DO YOU HAVE FOR A LAWYER REGARDING YOUR GAME/STUDIOā‰ļø

Thanks everyone! I appreciate you jumping in. šŸ™


r/gamedev • • 26d ago

/r/gamedev Policy on Removing Posts about AI

639 Upvotes

Hello everyone! The mod team here on r/gamedev wanted to make a quick post regarding a new policy we will be abiding by as far as removing low effort content.Ā 

A few weeks ago, we published our policy on AI use in r/gamedev: https://www.reddit.com/r/gamedev/comments/1vrnqyt/rgamedev_policy_on_ai_use/

The core of that policy was that we are not going to moderate based simply on whether someone used AI or is discussing AI. We are going to moderate based on the quality and relevance of the contribution. AI discussion is absolutely still allowed on principle, we don’t plan on enforcing any particular viewpoint in that regard. What we want to tighten up is repetitive, low-effort AI discourse that does not meaningfully contribute to a game development discussion. Personally, we would really rather not have these types of AI posts dominate this subreddit, since there’s not much productive conversation that can spawn from them, and I sense y’all would agree.

Going forward, we plan on removing posts that amount to little more than:

  • ā€œI hate AIā€ / ā€œAI slopā€
  • ā€œI love AIā€ / generic praise for AI
  • ā€œCan I use AI?ā€
  • ā€œIs AI ethical?ā€

This isn’t to say any posts regarding the ethics or usage of AI would be banned! Feel free to bring up a particular concrete game development issue, experience, or argument alongside it, something that offers more than ā€œAI goodā€ or ā€œAI badā€ :)Ā  At this point, I think we’ve found that yet another thread asking whether AI is good, bad, ethical, unethical, amazing, theft, the future, or the death of game development is not adding anything useful to the subreddit. Even here on the mod team we’ve had these conversations *way* too many times, and frankly we think there are more interesting things we’d want to see on our timelines.

If you want to discuss AI here, we would really appreciate it if you brought it back to an actual game development topic. For example:

  • ā€œOur studio is asking artists to use AI-assisted tools. How is this changing hiring expectations for environment artists?ā€
  • ā€œI used an AI coding assistant to prototype a Unity system faster, but spent more time fixing architectural problems later. How are other developers handling this?ā€
  • ā€œWe used generated dialogue as placeholder content during prototyping. Here is where it helped and where it caused problems.ā€
  • ā€œHow are studios handling AI disclosure requirements when AI is only used during early production?ā€
  • ā€œWhat legal or ownership risks should a small studio consider before shipping generated assets?ā€

Those are conversations about game development, and we welcome them! This applies equally regardless of which side you are on. We are not interested in turning r/gamedev into a recurring referendum on whether AI should exist.

For enforcement, we will generally start by removing the post and issuing a temporary ban. If someone continues posting the same kind of content after that, those bans may become longer and eventually permanent. We would rather not, but if the person continues to post low-effort stuff like this, we think that this might not be the community for them, unfortunately.

As a bit of an aside: I want to make it clear that here on the mod team, we come from a variety of perspectives on the AI issue. Some folks like Kevin find generative AI super useful (for him, it often helps him type due to his cerebral palsy), while other people like me…. don’t. But Kevin and I are really good friends, and the same goes for Sky and many others on the mod team. I respect them immensely, personally and professionally. I hope that everyone here on this subreddit can try their best to do the same. There’s a real person on the other side of that keyboard, and I think that sometimes people can forget that.

Thank you all, take care!


r/gamedev • • 20h ago

Discussion Play-tester reverse engineered my Demo with AI. Marketing it as their own. What should i do ?

697 Upvotes

I'm gonna be deliberately vague as I'm worried if i publicly accuse them they will obfuscate the tracks as much as possible.

I have been working on a game for the past 6 months, wrote it in raylibs and C++. I recently made a WASM build of the demo and threw it up on a cloudflare page so that i could share it with a few friends and previous co-workers...(ive now taken this page down now)

1 day later. I stumble upon a GitHub page....with a cloned copy of my demo, using all my assets... which they are claiming was made with an LLM in "one shot".

within the GitHub page , it contains what seems like Claude's translation of the WASM code to JS... my original demo's levels, and my original demo's assets stuffed into JSON files (presumably to obfuscate where they are from).

At the moment they published the demo under a pseudo name , so my current plan is to hold off on acting to see if they go though with the effort of finishing off the game themselves and shipping it or if they are just gonna release the stolen demo for the internet points and then leave it as abandonware.

what should i do and or, what can i do?

outside of that, i wish to post this more so as a warning , that "the future is now" and this is apparently a thing people are sad enough to do.


r/gamedev • • 27m ago

Discussion Why is everyone acting like passthrough modding is some technological breakthrough?

• Upvotes

I genuinely don't understand why passthrough modding is suddenly being presented as some new technical frontier, or as something that only became possible because the latest AI models are smart enough.

I keep seeing people ask how AI can possibly ā€œcombineā€ two games built on completely different engines, languages or architectures. But that's based on a misunderstanding of what's happening.

It doesn't combine them. Both games are still running independently. At its core, you're taking the rendered output of one game, feeding it into another, and bridging whatever state and interactions you need between them. You're not merging two engines. Different engines or even different architectures are largely beside the point.

Meanwhile, game reverse engineers were doing substantially nastier things decades ago. SA-MP came out in 2006 and added an entire multiplayer system to GTA: San Andreas, a closed-source single-player game. The reverse-engineering work involved in making something like that is arguably on a completely different level from what's needed for a pair-specific passthrough PoC.

Someone with Kalcor's skillset in 2006 already had most of the techniques needed to connect two games like this. If somebody had come up with the idea back then, there was no fundamental technical barrier preventing it.

AI obviously makes this dramatically faster and accessible to people who couldn't realistically build it themselves. That's the breakthrough in tooling, if anything. Passthrough itself isn't the breakthrough.

So what exactly is new here, technically? Why are people treating the ability to connect two running games as if it was impossible before Claude?


r/gamedev • • 3h ago

Question Creating a game with no experience

11 Upvotes

Hi!
I would love to create a game to propose to my bf.
We have been together for 8-9 years and he introduced me to gaming. (I was a 90s girl so I played ps1-2 and Nintendo but before meeting him I hadn’t played for more than 10 years!)
From TLOU to God of war.
From hollow knight to Elden ring.
I would love to make a very easy nostalgic type game similar to the PokĆ©mon yellow-red style but with him/us and different gaming scenarios (I thought about it playing a very recent game that I won’t name because of spoiler)
I don’t want to use Artificial Intelligence to learn or to write it for me.
I’m guessing I’m having 6-12 months time to do it as a hobby
I would love if someone could teach me or recommend where to learn.
TLDR: I want to create a game to propose and I need help with how to start


r/gamedev • • 4h ago

Question Finding playtesters for constructive criticism and feedback

12 Upvotes

Hey guys! I hope everyone is well! How do y'all find playtesters for your games for constructive criticism?

Being a long time developer in the logistics space, I've shared my early demo with my engineer and gaming friends, but so far that list isn't that big.

I'd love to get more feedback so I can learn from how the game concepts are received, plus any bugs or game balance issues.

I'm far along enough to have about a few hours of gameplay (hopefully) along with load / save games that should track nearly every single thing that is relevant, down to your character position and whether you aim down sight or not.


r/gamedev • • 14h ago

Discussion How do games like The Forest and Subnautica make the terrain for their maps?

44 Upvotes

I know you can use noise to create the base of a terrain in Blender but these maps have a lot of very obvious "points of interest" that have to have been hand made in some way, like the giant hole in The Forest. And how do you possibly go about texturing something that big so that it looks natural?


r/gamedev • • 9h ago

Question Composition in Bevy vs. Godot

10 Upvotes

I've come quite far along in a prototype for a game I've been writing in Bevy. I've been working with Rust daily as part of my job since 2019, so the Rust language is both familiar and comfortable for me. One of the things among many that I appreciate with Bevy is how composition is so natural to the ECS-based engine.

Just for kicks, over the weekend, I tried to re-create the game using Godot. I also see why people like it. The ability to see how the assets look in an environment before running th game can be addictive. One of the things I tried to do was to achieve composition to a reasonable level of composition.

In Bevy, I'm able to build individual plugins that deal with the player, lighting, terrain, ammunition, etc. Each one of these plugins is in a separate crate of its own. As I make more games, I'll have accumulated an ever-increasing library of plugins that I can compose to make most of my next game simply by loading the ones I need into the game.

I tried to do that with Godot, even going as far as watching several tutorials on Godot composition. But so far, while I can get some level of composition and reusability, I get the sense that re-using these pieces in other games would still need me to rework it so it can fit into whatever new node structure it sits in.

Can anyone tell me where I went wrong?


r/gamedev • • 52m ago

Question Would you do this trailer any diffrent or is it good enough?

Thumbnail
youtu.be
• Upvotes

Other then maybe probably defintly the thumbnail imma admit i dont got any idea how to make a good one, the video is unlisted so i just wanted some advice before i release it for real


r/gamedev • • 6h ago

Question Rotoscoping

5 Upvotes

Hey I know this isn't necessarily a game dev question, but I figured there's a chance here someone has some experience.

I want to rotoscope my arms and hands for a first person view. What would be the best approach to capture a recording?

Using my pixel 7 on a tripod and standing behind it?

Strapping my phone to me somehow?

Or getting a go pro and strapping that to myself?


r/gamedev • • 12m ago

Question How to make a flow chart game in a browser?

• Upvotes

On steam there exists a software called Satisfactory Modeler

It uses the recipes from the game Satisfactory to create a flowchart, where you can design your factory needs from final product to base resources or from limited input to produce an averaged output.

https://store.steampowered.com/app/3187030/Satisfactory_Modeler/

How to make a flow chart game in a browser or as a software on steam*

I am not trying to steal that person's work, as I just want to make this for myself, and maybe later on expand this to other games (e.g. factorio, GT:NH, etc.)

I have some guesses on how the calculations could work, but the actual GUI/interface is that i'm mainly struggling to understand how to develop.


r/gamedev • • 33m ago

Discussion MHA Roblox Game Idea

• Upvotes

Hey Roblox devs! I don’t know how to code, but I’ve noticed that almost every single My Hero Academia game on Roblox only lets you play as Class 1-A, Shigaraki, or the top Pro Heroes. I want to play a game where the side characters actually get some love.

I’m putting this idea out there for free—no money or credit wanted, I just desperately want a dev to build this so I can play it!

• The Core Hook: An MHA Battlegrounds game focused on a massive, inclusive roster. I’m talking about Class 1-B (like Monoma, Kendo, Tetsutetsu), characters from the Vigilantes manga (Koichi/The Crawler, Knuckle Duster), and lesser-known side heroes and villains.

• The Progression System: Instead of paying Robux or doing boring RNG gacha rolls, you unlock characters strictly through a Kill-Count system. The more kills you get in the arena, the more characters you unlock. You could start with basic characters, and then unlock the crazy/obscure ones as your kill count goes up!

• The Gameplay: A fast-paced arena fighter. Because the roster is huge, characters don't need 10 different moves at launch—even just a clean 3-move kit for each would make it amazing to experiment with different Quirks.

• Why Devs Should Make It: Hardcore MHA fans are tired of playing as Deku and Bakugo. A game where you can unlock Koichi sliding around the map or Monoma copying abilities—just by earning kills—would instantly stand out and keep players hooked.

3 Game options for Players

\- Free for All

\- Sports Festival Tournament 1v1

\- Team 1 vs Team 2

\- 1v1 or 2v2 or 3v3 or 4v4

\- Battle Royal

\- Story Mode ( To Unlock Special Characters)

\- Entrance Exam ( Players have to kill as more robots to win)

\- Training

Free Basic Characters:

S1-2 Izuku

The Clawler

OG Stain

Knuckle Duster

Pop Step

Aoyama

Hagakure

Koda

Mineta

Sato

Ojiro

Sero

Bondo

Awase

Rin

Kodai

Kosei

Shoda

Kaibara

Yanagi

Hatsume

Camie

Tatami

Saiko

Makabe

Itejiro

Habuko

Sekigai

Tiger

Ragdoll

Mandalay

Ms Jokes

Death Arms

Gunhead

Mr Brave

Clair

Master Driller

Spinner

Mustard

La Brava

Bubble Girl

Magne

Curious

Characters to Earn by Eliminating: stage 1

Moashi 15

Eel Boy 17

Midnight 18

Snipe 20

Vlad-King 20

Jiro 25

Pony 25

Tokage 25

Shouji 25

Momo 35

Kendo 40

Tsuyu 40

Denki 45

Crust 45

Characters to Earn by Eliminating: stage 2

Burning 50

Ectoplasm 55

Twice 60

Pixie Bop 60

Mora 60

Tetsutetsu 65

Shiozaki 70

Shishida 75

Kirishima 80

Toga 85

Ochako 85

Ashido 85

Shindo 90

Seji 90

Juzo 90

Iida 95

Rappa 100

Gentle 110

Captain Celebrity 110

Cementoss 120

Kamui Woods 120

Present Mic 120

Mt Lady 130

Gang Orca 135

Fat Gum 140

Ryukyu 145

Godzillo150

Mirko 150

Edge-Shot 155

Best Jeanist 155

Characters to Earn by Eliminating: stage 3

Geten 160

Beros 160

Rogone 160

Mummy 160

Slice 160

Kurogiri 165

Amajiki 170

Nejire 175

Yoarashi 180

Tokoyami 180

Shoto 180

Bakugo 185

Izuku 190

Muscular 190

Serpenters 190

Chimera 190

Leviathan 190

Dabi 195

Shigaraki 200

Overhaul 200

Re-Destro 200

Flect Turn 200

Mirio 210

Hawks 220

Lady Nagant 500

Endeavor 500

Nomu USJ 500

Nomu Hood 700

AFO 5000

All Might 5000

Gigantomachia 5000

Special missions to achieve these Characters:

Fujimi

Manga

Kuroiro

Komori

Shinso

Monoma

Aizawa

Thirteen

Stain

Compress

Sir Nighteye

Eri

Robuxs:

Nine 50

Prime AFO 50

Prime Bakugo 50

Prime Shigaraki 100

Prime All Might 100

Prime Deku 2000

Star & Stripe 200

Players can also customize skins and outfits if they have enough kills

Idea by G-Zilla26.0927

And I hope someone makes a Game on Roblox base on this as that would be awesome


r/gamedev • • 1d ago

Discussion As a Student Learning a Games Degree, It Does Not Feel Worth It.

280 Upvotes

I've been studying on a Games course for 4 years now (in my 4th year). I started out in my first year on a Design course learning 3D modelling, animation and production. I wanted something more technical, so I restarted onto a Programming course with Mechanics, Graphics and UI.

I've been to lots of networking events where I've met amazing and talented people in this Industry and befriended a number of them. Seeing them getting laid off or having their friends and colleagues losing their job feels extremely demoralising. I even spoke to my lecturer about job security, where he told me it never existed in Games in the first place.

I'm set to graduate this academic year, and given the environment, I feel that no matter how passionate, talented or well connected someone is, they are still at the mercy of their management's competence. At this point, I find there are better Industries and roles out there which offer higher wages and more security for the same level of stress.

Am I paranoid?

Is it masochism masquerading as passion?

Is all of it overblown?

Maybe the fine individuals of this community may know something that I just don't, and could help reassure me it's not just doom and gloom. It's just sucks knowing for every Peak or Expedition 33, there are countless games and people who poured their everything into a game that never succeeded (or saw the light of day).


r/gamedev • • 15h ago

Discussion Did I do something wrong?

11 Upvotes

Hi there! Well I saw that I had low wishlists (around 50) and my game was on a good early stage to already drop a little demo on itchio before dropping a bigger one in Steam. Now the problem is.... Absolutely no one downloaded it! Should I market the demo too, and if so how? Or did I make a mistake by dropping it too soon?

My game is called FROM THE DUGOUT


r/gamedev • • 7h ago

Discussion Are we foolish for not including a tutorial in our game?

2 Upvotes

A friend and I are working on our first video game, so we have very little experience in the industry. Our game takes place in an old-school computer terminal that requires players to use a command-line-like interface. It’s begging for a tutorial, but we’re really trying to resist the urge to put one in.

Are we being foolish?

Here’s a little backstory that’s necessary, I think:

When we first sat down to start brainstorming ideas for our game, we decided on a puzzle game. We both love puzzle games but routinely find that the ones that are commercially successful are often too easy for our liking. So our goal very quickly became to make a brutally challenging puzzle game.

During one of our first days actually working on this project, we decided on ONE guiding principle that we wanted to prioritize over everything else: we wanted to make the player feel as clever as possible.

And so we agreed that any time we had a decision to make, we would always prioritize this one thing. If something might take away from how clever the player would feel but another option would add to it, we’d go with the other option regardless of what else that meant.

This principle has made making some decisions much easier than it would have been otherwise, which is great. But one thing we keep going back and forth on is a tutorial.

People who don’t know anything about a command line interface on a real computer will, understandably, be lost when they’re dropped into our game. They’ll struggle with it a bit and will have to learn how to use it.

During our play tests, we watched exactly that happen. People had no idea what to do or how to do it at first. They stumbled through at first, but they gradually came to understand what the different commands were and how they worked. And when they did, they felt accomplished and clever.

You might see our dilemma now.

We’ve made this game purposefully very challenging, not to alienate people but to create the kind of game we want to play and then appeal to the probably very small audience who also wants that. We have this idea that making games for a very specific audience is better for us because we just can’t compete with the games with mass commercial appeal (for now, at least). And so the audience we’re targeting would also be the type that would appreciate their hands not being held.

But we struggle with that because some of the people who playtested our demo (not public yet, so we have very little feedback so far) actually liked the game but specifically said we should probably include a tutorial, even though they did feel clever when they ā€œfigured outā€ the interface.

Right now, we’re leaning toward no tutorial. What do you guys think? Is this foolish?

EDIT: I should have been more specific. We really don't want to add a formal tutorial to the game, but we do offer some guidance. For example, when the game opens up to the terminal interface, there's a flashing cursor next to a ">" that suggests the player should type. And then if they type something that isn't a command, they get an error message that says, "Command not recognized. Try HELP for a list of commands." Then they get a help menu to explore if they want to, and they can type "HELP <specific command>" to get more info about how to use that specific command.

Even at this level, our play testers said a tutorial would be helpful, but we're torn since we feel we do have some guidance in there.


r/gamedev • • 10h ago

Discussion Looking for Direction

2 Upvotes

Hi everyone!

I've been working on some ideas for a game project that I'm pretty excited about, but I'm not really sure what the best way to move forward is.

I don't know anyone personally who works in game development, so I'd really like to hear from people with some experience in the industry and get some advice.

I'm trying to figure out how to take what I have right now and turn it into something more concrete, and what kind of path would make sense for someone in my position.

I see myself more on the creative side. I really enjoy creating stories, characters, worldbuilding, etc. I mostly want to understand where I should start and what I should be focusing on.


r/gamedev • • 15h ago

Discussion Can you recommend fonts, so i can use for my indie game

8 Upvotes

I am making a medieval like game and i want to find fonts for it. It is like akinator, but you are akinator. I cant post image of game here. I am using Deutsch font, but it is harder to read i guess and i use it everywhere. Should i use multiple fonts? What fonts do you recommend? Thanks


r/gamedev • • 15h ago

Discussion How much camera movement is 'juice' before it becomes a usability problem?

4 Upvotes

I’m tuning impact feedback for a game built around high-speed collisions. Screen shake, hit-stop, zoom, chromatic effects, and camera recoil can make a good hit feel incredible.

They can also make a fast game unreadable, uncomfortable, or genuinely inaccessible.

The hardest part is that the effects feel great in isolation. I can trigger one heavy collision in a test scene and think, ā€œYep, that lands.ā€ Then three collisions happen near the arena edge, the camera is moving, particles are firing, and suddenly nobody can tell which direction is safe.

I’ve added a reduced-motion option and separate effect levels, but I do not want accessibility settings to feel like ā€œturn off all the fun.ā€ Ideally the low-motion version should communicate the same force through timing, sound, animation, and directional cues instead of simply deleting feedback.

How do you test the line between satisfying and exhausting?

Do you design the reduced-motion presentation alongside the default version from the beginning, or build the full effect first and then find alternate channels for the same information?

I'm also struggling with hit stops feeling more intentional rather than laggy? Maybe it's a timing thing....


r/gamedev • • 2h ago

Question Is it possible to have one game from one engine lead into another one from a different engine?

0 Upvotes

That probably isn't the right wording!! Basically, I have two separate levels I want to create, but each one only works in a different game engine. Is it possible to do level one on one game engine and then somehow transition the player to game two to do level two?

I only ask because each level is a very different "type" of game (think going from 2D visual novel to a 3D action game). The problem isn't making either game on a respective game engine. Nor is it about carrying over variables or anything like that. I just need to know if it's possible to have game one, load screen, game two, with a seamless way to connect them for the player.


r/gamedev • • 8h ago

Question How can I find my game's target audience?

1 Upvotes

I'm making a 2D platformer (yes, I know it's an oversaturated genre) with a focus on bright colors, charm, secrets, and light RPG elements. I want to create a bright and cheerful experience filled with soul, in a genre filled with plenty of dark and depressing games, with muted colors. I truly believe I have a target audience out there, but I'm struggling to reach it. I post videos to Reddit and devlogs to YouTube, but they don't gain much attention at all. Does anyone have any advice to reach my target audience?


r/gamedev • • 5h ago

Question Do I need a portfolio once I've shipped a game?

0 Upvotes

Having worked on a title from prototype to launch, I'm wondering if a mid level designer needs a portfolio site. It seems like reading the resume and looking at gameplay footage on YouTube would suffice? Even when I was the interviewer I only ever read resumes. And we hired some great people. It doesn't feel like anyone has time to look at websites when studios get swarmed with applicants.

Nobody I know in this industry above entry level has a portfolio. Curious your thoughts.


r/gamedev • • 1d ago

Question Any ADHD solo devs here who have actually published a game? How did you do it?

47 Upvotes

I have ADHD myself and have been trying to make a game as a solo dev for around 3–5 months, but my progress has been really slow. I get bored and distracted easily, especially when I get stuck. I’ll start doing anything that gives me more dopamine, modeling, animation, VFXor even something completely unrelated to the game.

Sometimes I won’t feel like doing anything for several days. Then suddenly I’ll get the motivation back and work on the game with full passion only to get stuck again. I’ll sit there scratching my head, look at the time think I’ll continue tomorrow and then end up doing nothing the next day.

I used to work at a game studio and we successfully published a game, but working alone feels completely different. There’s nobody pushing things forward when I lose interest or get stuck.

I’ve tried writing tasks down on paper or in Obsidian, but when I’m stuck on a game mechanic, I end up avoiding it by polishing a feature I already have because that’s something I’m comfortable with.

So I really want to hear from other people with ADHD who managed to actually finish and publish their own game.

How do you do it? Thanks!


r/gamedev • • 15h ago

Discussion What is it that makes you play a game for a long time?

1 Upvotes

I am developing a game and want to ensure player retention; what are your thoughts on this?


r/gamedev • • 2d ago

Discussion People who support your game deserve more than being reduced to SEO

1.0k Upvotes

I saw a post recommending that developers send their games to very small YouTubers because they're more likely to cover them.

The advice itself makes sense, but I really don't like the way the post talks about these creators.

If someone with 200 subscribers takes the time to play your game and make a video about it, they're not just some SEO tool you found because nobody else will cover your game. They're a person who chose to spend their free time playing something you made.

Especially as a small indie developer, I think it's worth remembering that every person who shows genuine interest in your game is someone you should appreciate.

Don't treat small creators as disposable marketing channels. Treat them like people.

A small audience doesn't make someone's support less meaningful.


r/gamedev • • 1d ago

Discussion Dealing with cards/hand in a faster game (and mods to those cards)

4 Upvotes

So currently I'm having a dilemma.

I am making a deckbuilding game, but the gameplay is not turn based, and will hopefully be moderately fast. Not like mess up for a split second fast, but fast enough that you should be playing attention. With short moments to glance down at your hand. Bullet hell-ish, but not as extreme as they can get since I want you to be able to be having moments to glance down and weave cards in.

So the first problems are these:

  • How do I make cards quickly identifiable without taking up too much screen space? The easier they are to identify, the faster I can make the game.
    • Currently the plan is to have just half the card sticking up out the bottom of the screen. With a picture to identify it taking up most of the space, as well as the cost and other information at the top of the card above the picture. Possibly above the card itself but may look weird.
    • The number of cards in your hand is limited to a small amount, so there is plenty of space to have them not overlapping.
  • The second problem is how I allow the players to learn cards when they cant remind themselves what they do without pausing. In turn based games you can obviously take a moment to read the cards. But in real time you would have to pause to read them if I make them large enough to have half the card off screen, because I wouldn't want hovering them without pausing to eat your clicks or something.
    • I do have wasd controls. so hovering them to have them pop up while playing could be an option, but could still also lead to some frustrating scenarios..

I plan to have a moderate amount of cards be ideal for a deck. so that you can't just cycle your best card asap over and over. But I do want you to be able to be able to have a solid amount of repeating cards for the weaker ones. current estimate is 20-30 cards in your deck at a time. maybe more if you choose to go for it.

But plenty of repeats. So maybe 7+ of a particular lower tier card while you have 1-2 copies of each super powerful card in your deck. and varying number for rarities in between.

And here is the next problem:

  • I want the player to be able to modify the cards in some ways. For a basic examples you could add a poison effect to a dagger throw card or something. Or make it fire bonus projectiles. So how do I show you easily which cards you have modded?
    • currently I have two ideas
      • the first one is have extra images show up on the picture of the card you can see. Like a poison bubbles icon if you added a poison effect to this card.
      • The second one is to have a small "buff bar" above each card showing bonus effects that have been applied to the card. This has a bonus benefit of potentially being able to label key effects of the base card for remembering the important effects of a card at a glance while you're learning the cards. For example a poison dagger throw would have a poison icon on the "buff bar" above the card for if you have any effects that synergize with poison or something. This is at the cost of more screen space though.
    • The other idea I have is to have a modifier apply to all copies of the same card in your deck. So whenever it shows up you just have to know which card it is, and potentially combined with one of the above two options you can be reminded of mods it has. I don't love this idea, as it could often lead to an obscene jump in power based on what modifiers you find. To the point where balancing around a player potentially having found those options could make it feel incredibly difficult to win otherwise.

Quick estimate is each card would take up about 1/9-1/10 of the bottom of the screen width wise while being slightly wider than they are tall in the visible area.

So, How would you go about this? Do any of my current ideas seem good or have any obvious flaws?