Players are then tasked with assembling a deck and playing opponents in a turn-based, strategy, and set-up manner. Finally, cards are unveiled and the resolution of effects, attacks, and defenses are done. The game is different from the series, and other Yu-Gi-Oh! The Duelists of the Roses is an older title and the visuals clearly display it.
Combat itself is confusing at first, but once rules and victory or defeat conditions become clear, the game becomes very easy. Sound-wise the game is great, even if the soundtrack feels bland at times, relying on one or two memorable tracks. The Duelists of the Roses is a decent game that takes card games into a unique place - history itself.
The strategy aspect is fairly easy and serves best young gamers, children, or those just looking for some fun without challenge. The game that everyone's calling "the next Pokemon" has finally arrived on PS2, and it's sure to divide players into two distinct camps: fans of the TV show who will love it and everybody else who will likely be confused by it.
The Duelists of the Roses is complicated, difficult, and demanding, which won't be a problem for vets of Forbidden Memories the PS1 game , but if you're new to the franchise, expect a frustrating initiation. The computer A. And the new Fusion system is confusing as all heck. But to be fair, when compared to Yugi's PS1 debut, Duelists definitely offers the better experience; the new board layout adds a lot, making the game feel a bit like chess.
There's plenty of strategy involved, and once you get to the point where you understand the defense and attack principles, it's definitely addictive.
The big question is whether you'll play long enough to understand all the rules. As was the case with Yu-Gi-Oh! Fans of the franchise will scream bloody murder when they see this score, while casual gamers are gonna think the grade is at least a couple points too high. But here's the bottom line: While far from great and way too complicated for its own good, Duelists is reasonably deep and ultimately pretty satisfying.
Players willing to put plus hours into learning the rules of this crazy card-and-board-game hybrid will have a decent time. After all, the monster battles look fantastic and the game's strategic elements make for a surprisingly addictive experience.
When monsters survive face-up on the field, destroy enemy monsters, or inflict life point damage to the opponent, they gain experience monster experience is hidden. When a monster accumulates enough experience, it will be promoted to the next rank.
A monster must be promoted at least once in order to act as a deck leader. Some deck leaders have special abilities based on their type and rank, which include raising the strength of nearby monsters, increasing life points by a small number each turn, or being able to move two spaces each turn instead of just one. A deck of exactly 40 cards is required to duel. Each card in the game has a "deck cost", which is a value given to a card based on its strength.
The game adds difficulty by forcing the player to have a lower overall deck cost than their opponent in order to duel that opponent, essentially forcing the player to have a weaker deck. Cards are obtained mainly through the "graveyard slots", which is a slot machine that appears after each win allowing the player to obtain cards from an opponent's deck that were sent to the graveyard during the duel.
Cards can also be obtained using codes in the deck builder menu or through "reincarnation", which is where owned cards can be sacrificed to give three different cards of a slightly lower deck cost. Reincarnation becomes available once after every 5 completed duels, win or loss.
Each space on the 7x7 duel board has a certain terrain. Each type of monster has at least one favored terrain that gives that monster an extra ATK and DEF bonus when engaged in battle on that terrain. I was getting quite familiar with the interface and style of constructing huge Object-Oriented containers for everything.
Not only that, it was only going to be a demo or so I thought. So I hacked and hacked away just trying to get a semi-authentic experience. The original goal being: it would be something good to put on my portfolio. The response from this little hack-a-thon was positive enough that I wanted to continue working on it.
Notice that Net-Play was never even a thought. In fact, this wasn't really supposed to get as big as it did. I'm happy it did, and I'm happy to have connected with a bunch of fellow Duelists of the Roses fans. The truth is, Net-Play was a bit tacked on and it was my first attempt. Mirror works well and is an amazing legacy codebase migration tool. However, Unity's multiplayer API implementation is quite abstract and to be blunt, quite poor.
Mirror does what it does incredibly well. However, I do not recommend that modern Unity games use Mirror. Find something else, I'm not sure what yet though.
A tightly controlled event loop or event-based API is much better than this strange NetworkBehaviour object concept in my humble opinion. I chose not to reverse engineer the game at all, and instead re-build each component from the ground-up as a Unity MonoBehaviour in C. For a game like Duelists of the Roses, it turned out to be a fairly good way to do things.
Unity enables me to write bad code. The problem is that the code is not exactly portable. For example, this game would be next to impossible to port to the 3DS without a complete re-write. Now, Unity supports a wide range of targets. But most require licenses, and Vita and 3DS and of course no longer supported or available to download.
It was a very primitive 2D engine. Both arguably more complex than my prior projects. So Unity is probably a fine choice. But besides the lack of portability to strange and obscure platforms, it's also bound to Unity's EULA.
Not to mention, Unity seems to have gotten buggier and buggier and heavier and heavier since I started this project. It's a huge engine, and I just don't need all the fluff. Most of the time now, it actually gets in the way. Though recompilation can take a long time even then, full recompilation happens rarely you are much more intimate with your code.
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