Gone but not forgotten.
Thought is to get the game mechanics working for the combats, and then add the fancier stuff later on...
Recent HTML5 builds being friendly with PHP scripts on the free hosting server got me thinking about this project again.
Considering Card Combat, with each player creating a Gladiator Combat Card to represent their RPG character.
Players would start out in control of their stats, but also as a slave, with no control over armor and little control over training.
Free citizens can run a caravan of up to three fighters, a Ludus of up to six slaves, or the Elite who can control up to 9 gladiators.
Owners of slaves control the armor and battle tactics for battles in the coliseum for each gladiator in their school/caravan.
The Empire owns new players until a free citizen buys the slave at auction, which takes place prior to battles for the slaves who are entered.
Battles are periodic based on server maintained list of entries (by Ludus owner or by The Empire for noobs) .
Game passes stats and player id, and server gets Ludus info for player and saves all gladiators data to battle list as numerically encrypted.
Player nor Ludus Owner have to be both logged on to compete in the coliseum battles, as either can enter the character into battles.
Less-Active Ludus accounts will be forced to release slaves to the Emperor as a tax and they will be re-auctioned to the citizens.
When a slave has been granted their freedom by the Emperor, then they too can own and train others to compete in the games.
Thinking using the key validation like the high scores for the data being passed after it has been encrypted in a numeric string.
The strings can be broken down for stats and for a list of moves for the battle tactics, which are used for the combat mechanics.
Only the numeric strings are passed from the Gladiator UI for stats and basic tactics, or the Ludus UI for armor and advanced tactics.
The server comprised list of Gladiators for an given battle is downloaded and then processed as the battle, so all the clients are doing the play by play.
So, the cards can go comic book story line to basic animations to 3d animations all on the client sides for those GUIs and the server list stays the same.
Starting out though, I think the cards can be done in a way so that a string of numbers can represent layer selections to construct unique character heads.
The bodies would be generic and offer various armor overlays to equip gladiators with tool of the trade to boost player stats.
Placeholder artwork for the cards is just for the design layout and not constructed in game yet... (most of the work is in the assets for character creation)
EDIT
Been playing around with dynamic 2d cards, and overlays for character customization... (player chosen elemental factions for mystic power (rock,paper,scissors,Spock))
Once I get the basic design for the cards, then I can start to work on the stats and battle tactics assignments...
...
As players progress and stats change and they change their basic battle tactics , and when a slave's Ludus changes his armor and advanced battle tactics, the server data for card creation is updated.
You (and your Ludus) control your Gladiator's card, and NPC cards held by The Empire will be made available for a Ludus to use should not enough players be available for purchase for a battle.
All slaves owned by The Empire will have a price reflecting the current bid (or offer price) for that slave, and bids will be accepted prior to the next battle, at which time the highest bid purchases the slave for their Ludus.
Free play as a slave, then advance (or upgrade) to a free citizen to handle coins and start equipping the slaves you purchase for battles. ($5 upgrade gets your freedom and 100 in game gold to start your new life)
Citizens start out as a caravan with a maximum of 3 slaves, and can earn their way to a Ludus for a maximum of 6 slaves, and maybe even become elite with a total of 9 gladiators under their command.
Game currency consists of Gold coin and Silver coin, where 100 Silver Coin is equal in value to 1 Gold Coin.
Slaves need no coin as their Ludus provides their basic needs, but a slave can train to increase their stats and become more desirable to another Ludus who may equip them better.
Citizens can wager on battles, buy and sell slaves for profit, and even have a chance to win prizes awarded by the Emperor such as rare and super rare armor, which can also be sold.
As slaves increase their stats, other players might want them, and any Ludus can place their slave(s) for auction to other citizens or as a straight sale to The Empire at a discount for game wealth liquidity.
This concludes the basic idea for a card combat HTML5 build using PHP on the server for periodic coliseum battles... (now I need to start building it... character creator first...)
Edit - 2020_04_08
Still wasting time on card design, which I say is a waste because my art skills are limited so it takes forever and a day to make the simple things... (think I am going with these though)
Edit (added weapons to design layout)...
EDIT - 2020_04_11
Just another edit update (that will probably not be seen by many people)
I will make a new post when I get something going for the character creation, but I have a tone of graphics to make before I can get that going.
Here are four (4) basic heads shapes and skin tones, with the ears, eyes, eyebrows, noses, and mouths interchangeable as you can see by the head bottom right.
There will be more than four (4) hairstyles as that it what changes the looks the most and will give the best variation of characters with the least work.
I can always add more character parts later, but for now I want to keep it simple so I can get to work on the combat formulas and the data transfers.
Probably going to go with a HTML5 build for free play, but have a PC version for all the bells and whistles for anyone running a Ludus and managing a team of Gladiators.
My own media will probably not be good enough to worry about encryption, but I may try to protect the media at some point when it is better quality or more of it...
Coding things my way since 1981 -- Currently using AppGameKit V2 Tier 1