Rune Rising Documentation

website·Indexed 32 days ago

https://rune-rising-docs.ploy.josias.me

Technical documentation and game design wiki for Rune Rising, featuring a Trading Card Game (TCG) and Alliance system. Includes server engine details on game tasks, event queues, socket namespaces, and game state management, as well as card mechanics, resource systems, and world lore.

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What's inside Rune Rising

  1. Overview of Rune Rising

    Rune Rising is an online, multiplayer digital trading card game inspired by Norse mythology. Key features include collecting official card decks, creating custom cards with unique abilities, and participating in a community-driven story where winning custom creations are added to the official game. The game features global multiplayer matchmaking.
  2. Overview of the Game Queue system

    The game queue is an in-memory queueing service based on the fastq library. It manages the order of game tasks, which are processed sequentially and then persisted to the database as game events. Because the queue is in-memory, it is not persisted to disk and will be lost if the server restarts; however, this is acceptable as completed events are already stored in the database.
  3. Rune Rising Alliance card game brainstorming rules

    The Rune Rising Alliance is a conceptual 4-player card game played in 2v2 teams. The game uses a 60-card deck consisting of creatures with damage values ranging from 1 to 5, distributed as follows: five 1-dmg, four 2-dmg, three 3-dmg, two 4-dmg, and one 5-dmg card.

    Key mechanics include:

    • Card Symbiosis: Players can play pairs (e.g., two 1-dmg cards) for extra damage or straights (e.g., 1, 2, 3) for significant damage (e.g., 12 dmg).
    • Combat: Players choose a target player when attacking with combinations. Opponents can counter by defending with a combination of equal or higher damage, or by taking the damage themselves. Countering attacks against teammates may also be permitted.
    • God Lore/Colors: Card colors correspond to god lore. Players may choose a commander fitting the lore for special bonuses. Matching card colors provide advantages during initial lucky picks and strategic revivals.
    • Win Conditions: Each player death counts as one winning point. A double win grants a bonus point, totaling 3 points.
  4. Understand Base Aspects of cards

    Every card in the game possesses three fundamental Base Aspects that define its core utility and combat capabilities:

    1. Worship Type Points: Used to level up abilities related to specific gods.
    2. Damage / Health Points: The primary stats used during the combat phase.
    3. Base Action Flow: The default set of actions that are triggered by specific events associated with the card.
  5. Understand the Card Action basic principle

    A card action is a functional unit that accepts inputs (params), optionally alters the game state, and returns outputs. These outputs can then be used as inputs for subsequent actions in a card flow. Not all actions require all three properties; some only calculate outputs, while others only affect the game state.
  6. Understand the Rune Rising resource system basics

    The resource system uses a currency called Runes to balance gameplay, especially since players can compose their own cards and decks. The system is built on four primary pillars:

    1. Equal Start: All players begin with the same resource allocation.
    2. Turn-by-Turn Growth: Resources increase by a small increment each turn.
    3. Card Recycling: Played cards can be sold back for resources.
    4. Combat Rewards: Destroying opponent cards during combat yields additional resources.
  7. Understand Rune Rising socket.io server namespaces

    The Rune Rising server uses socket.io to handle real-time communication for matchmaking and active gameplay. The server is organized into two primary namespaces to separate different stages of the user experience:

    1. Game Room: Handles the pre-game lobby where users gather to start a game and select their decks.
    2. Game: Handles the logic and communication for an active game session where users are playing against each other.

    Each namespace defines its own set of Server-to-Client and Client-to-Server events.

  8. Game state lifecycle overview

    The game state represents the condition of a game at a specific point in time.

    1. Initialization: Every new game starts with an initial game state.
    2. Evolution: Any subsequent changes are applied via 'game events'.
    3. Reconstruction: The current state is always the result of the initial state plus all applied game events.
  9. Understand Card Flow logic in Rune Rising TCG

    A card flow is an array of card actions that defines the abilities of a card. It functions similarly to a workflow or automation builder (like Zapier or Slack workflows), where a sequence of triggers and effects are executed. A single card can possess multiple flows to handle different triggers, such as one flow for when a card is played and another for when a card dies (moves to the graveyard).
    Example Card Flow Logic:
    1. Trigger: When the card dies (moves to graveyard)
    2. Action: Count cards in Hand
    3. Effect: For each card in hand, the owner receives 1 health point