Q1: I don’t care about those fancy shiny summon animations or anything visual. I only care about smooth gameplay and speed.
A1: We understand this and that’s why our focus is primarily on the gameplay. The teaser showed a sample of the gameplay. If you want to see a live stream of gameplay, you can join the donator voice chat. aren’t ready to show you gameplay yet. The game speed can be as fast as we want it. It only depends on how fast the client sends a message to the server and back which is in ms. We don’t want it to be too fast or too slow. We picked a speed similar to ygopro. None of these animations pause the gameplay. The gameplay is async (animations are not synchronized with gameplay). The animations are spawned on the monster zone so they also don’t cover the field. We have already considered minimalism in our design as we don’t want a repeat of ygopro2. We have looked at other modern digital card games like LOTD, Duel Links, Hearthstone and MTG Arena as well. We aren’t just re-using the same formula as ygopro but trying some different things. One of these things is that you won’t have a constant display pic on the side. It’s tohgleable. This gives more room to expand to the field whereas in other games the display pic takes at least 1/3 the screen width.
Q2: The deck editor screenshot looks nice but where are all the filters, sort, and advanced search parameters?
A2: Our UI is built so that it is optimized for mobile. It would be a bad design to try to fit everything on one screen (this displaces other UI elements). Modern games learn to hide/unhide, expand/collapse. Hence, all of the search parameters are shown as soon as you click the “+” sign. Our game has more filters and parameters than any other ygo game made in history. This includes searching by sets, name, code, text, regex. Boolean inquiries can also be done. Searching by text already takes care of things like “genre” or “archetype”. You can even filter speed spell cards, action cards, skill cards, command cards, boss cards, etc.
Q3: I don’t like the colors used for the UI. It’s too shiny. Can I change it?
A3: The background, sounds, card art, card sleeves, card holograms can be changed. Other areas of the game such as windows and frames of the menu, deck editor, etc. cannot be changed. The game may go through several UI/UX changes until it reaches its final form. This is part of development, but unlike ygopro where you can modify an xml file to change colors, we aren’t doing this. Ygopro is a C++ program and is faster than even your web browser or discord. It’s light because it’s made in C++. A empty Unity project will be at least 8-10x heavier than ygopro even if there’s zero graphics. This is due to the Unity engine itself.
Q4: Does your game use the ocgcore?
A4: Yes, it uses the official Fluorohydride ocgcore. The only modification we made is to allow it to be compiled for .net 3.1+. This allows us to use a very fast optimized server that is 2000x faster than srvpro. We aren’t using anyone else’s core. We use only the scripts from the Fluorohydride repo. The ocgcore is MIT license while the ygopro client is GPL. Our game, hence is closed source following the MIT license as it uses the ocgcore but not a fork of ygopro. This is not a ygopro2 rewrite either. Our ygopro2 source is open since ygopro2 is also GPL. Our server is also closed source. Another project is working on a completely new ocgcore but we aren’t using that nor is ygo omega involved in it.
Q5: Does your game auto update? One of the worst things about ygopro2 were the slow updates. The auto updater never worked.
A5: Our database updates automatically every 6 hours in sync with yugipedia. This means everything is 100% automated. This includes name, card text, tcg/ocg status, id, etc. Nothing is manual in terms of the database. We will have a filter in the deck editor for new cards added within the last month.
Q6: Will it have custom cards, LAN, or offline AI?
A6: As we said above, we have a lot to do before adding more and more features. The client does not have ocgcore in it. The ocgcore is on the server. To add offline AI, we would have to add ocgcore to the client. In the future, depending on donations received, we can add offline AI which will then allow players to do LAN and offline AI. That does not mean we won’t have online AI mode though. That is already something that exists today. The AI we are using is windbot but we are working on another new AI system as well that’s based on the Monte Carlo Tree Search. Today, custom cards are added by making the lua script and database in sql to ygopro. In omega, we will use a manual mode for custom cards. You don’t need any scripts.
Q7: When is the game coming out?
A7: Lots of things are planned for the game, but we have decided to implement a only fraction of those features for the first version that include ranking. Other features we may add in the future include website for statistics like ygoscope, tournaments, guild wars, and manual mode. Our lead developer survived a hurricane, an earthquake, and now we are in covid-19 pandemic. We cannot give any eta. We are done with manual mode. We’ll be doing further testing for closed beta.
Q8: Does your game have TCG rulings?
A8: There is a lot of misinformation regarding “TCG rulings”. The answer to the question of how a card works in the TCG is – “Ask your local head judge”. This is the consensus among TCG. We have even emailed the head offices of NA or EU and asked head judges, to confirm that this is their answer as well. In general, PSCT was created in the TCG to replace documented individual rulings but sometimes the answer is different between NA and EU for the same card text. Hence, TCG rulings can vary between judges and regions. In programming a game, a system of logic is followed which requires consistent rules. There is no documented source for TCG rulings. All official Konami simulators use OCG rulings. The World Championship also uses OCG rulings. TCG rulings have changed to reflect the OCG as evidenced here: (https://duelistcodex.wordpress.com/2011/08/12/rulings-at-the-world-championship/). Furthermore, the SEGOC in the official rulebook of TCG has now been updated after MR4 allowing choosing the chain order like in the OCG, but there still remains a difference with priority level (non-public cards are lower priority in OCG). More recently, the location trigger ruling that existed only in the US-TCG, has now been adopted in OCG as per MR5. https://ygorganization.com/whyarentyoubuyingddcrowsrightnow/
Then are TCG cards whose printed card text differs from the OCG. An example is Gandora-X which states “original ATK” in the TCG and “current ATK” in the OCG. Hence, for YGO Omega, we have scripted all cards separately that exist in the game which have different PSCT text in the TCG. If a game is hosted using the TCG banlist, the tcg card scripts will be used instead of the ocg ones. In conclusion, Omega will be the first automatic simulator to have TCG versions of card scripts but SEGOC will still follow OCG rules. Still, to get the experience in real life, we recommend using manual mode or … just playing in real life.
Q9: Is YGO Omega a sequel to YGOPro 2?
A9: No. There is no “Pro” in YGO Omega for a reason. It is not a fork of ygopro. All forks of the original YGOPro client are ygopro simulators. YGO Omega is a brand new client made from scratch in Unity that uses the official ocgcore. Dueling Nexus is another example of a client made from scratch that uses the ocgcore but its name does not have “ygopro”. In fact, even Duel Links, contains files with the same name from ocgcore. YGOPro2 wasn’t a sequel to YGOPro either contrary to popular belief. The “2” is just a choice of name. YGOPro2 was also a new client made in Unity, and its original name was YGOPro 3D, which was later changed to YGOPro2. The developer of YGOPro2, Froge, chose to call it this but it was not a sequel to YGOPro, which was created by another developer named Argon Sun. However, Argon was involved in the development of YGOPro2 and supported it. Similarly, we are supported by a couple of members from the original Fluorohydride team.
Q10: How rarity system works?
A10: Each player got a max amount of cards for each rarity (starts at 0 and caps at 15), then in the deck editor you can assign any card to be any rarity (all copies of the card will share the rarity you assigned for it) up to your current max amount for that rarity.
There are 2 ways to increase max amount of a rarity:
- Rank up in any ranked ladder, for example when you rank up from bronze to silver your “Rare” rarity max value will increase by one.
You can only increase 1 for each rarity once per season.
- Win tournaments (in the future)
Remember, when setting rarities in a deck its only for that deck. so you dont have to worry about using up all your rarity slots on one deck.
Q11: What features are planned for ygo omega?
A11: Similar to Marvel movies, omega will go through 4 different phases.
- Elo ranking with TCG, OCG, WCS, and DL queues. Ranked duels will be matches. There will also be non-ranked queues that can be single or match. Auto-matchmaking.
- Alternate formats will also be included like Speed Duel (with TCG Skill Cards), Turbo Duel (SW1, SW2, SWN), Action Duel, Boss Duel, Rush Duel, Sealed Duel, Booster Draft, Duelist Kingdom, Dimension Duel, and Concentration Duel.
- Generation banlists will be included that allow players to play a past format without synchros, xyz, links, etc. (https://www.yugioh-card.com/en/events/generationduel.html)
- Discord integration. Ability to text or voice chat with opponent. Avatar and name syncing. Ability to join or spectate a duel from discord itself. Ability to invite a player to join/spectate a duel through discord.
- Customization of card sleeves, background (supports mp4), card arts, music, and sound. One can also create their own custom banlist and duel with another player online using that banlist.
- Deck manager that allows you to organize your decks with thumbnails. (See MTG Arena). You can import ydk or hash of the deck. There will no longer be deck files. One can share decks simply using a hash code. You can also view the deck list in text format of a deck before opening it.
- The deck edit has a lot of advanced search functions which will be explained later. One can do boolean searches (AND, OR), through regex. One can search for illegal cards like match winners, speed spells, skill cards, rush cards, etc. Search by packs/sets, card number, or text. Favorite cards and look at all favorites.
- Main lobby that shows all games. Complete GUI to host any game with any custom parameters.
- Website with rankings, statistics, and profile page.
- Replay system that won’t ever crash
- Rarity system (see above).
- 9 languages (cards+UI). German, Spanish, Italian, French, Portuguese, Korean, Chinese, Japanese
- Automatic updates synced with yugipedia every 12 hours.
- Pre-errata’d cards, TCG versions of different printed card text.
- Ability to reconnect if disconnected.
- Asynchronous animations and gfx that can be toggleable.
- Toggleable angle of field (3d, 2d, or 2.5D).
- Dynamic card pic generation with both Series 10 and Rush card layout.
- Cross-platform (windows, Linux, mac, android, iOS)
- Ability to choose not to share your deck to your opponent when replays are saved. (Default is that it will be shared.)
- Online AI
- Double Deck Mode
- Destiny Draw
Q12: Why not add Goat, ARG, Newgioh, or Trinity?
A12: Goat is not possible given the ocgcore engine. It’s possible with manual mode. No ygopro sim can use goat properly even if they rollback the MR to MR1, enable first turn draw and ignition priority. This is because there have been too many changes to the rules and mechanics since April 2005. For more changes, check here: https://www.goatformat.com/home/category/rules There’s even individual card rulings that would make absolutely no sense today and would require re-scripting 1000+ cards. Therefore, you can only play goat accurately in manual mode. Changing the core just to implement these formats leads to more problems in the future for actual real mechanics. That is not to say we don’t support alternate formats. Alternate formats are a good way of adapting to a new format and challenging deckbuilding skills. We use official alternate formats. We recommend to use manual mode though for anything that isn’t possible in automatic.
Trinity requires a client change and does not address the issue of mandatory effects that will break the 3-Summon limit.
Basically these are the rules that cannot be broken:
- No custom banlist is being added.
- No client changes.
- No change to ocgcore.
- No changes to any official card effects.
If the above rules are not violated, we can add your custom format if a scripter is willing.
If the above rules are violated, then play in manual mode where anything goes.
Q13: How can I donate or contribute to your project?
A13: Anything helps the lead developer and the team. Things like hardware for the server, Unity assets, etc. Those who donate get a donator role on discord and VIP status in the game when it will be released. VIP enables card sleeves and 1 of each rarity. You can also talk to the lead developer directly if you have any feature requests. You can send paypal to http://tiny.cc/g5r5mz. A donation is a choice you make. There’s no minimum. However, we do recommend $5 USD at least for perks like VIP and beta access. Remember to tell us your discord name#tag in the message so we can enable your VIP and donator role. Thank you.
Q14: Will there be a manual mode or custom card support?
A14: Yes. Omega will be the first ygo simulator with both manual and automatic. It was initially planned for phase 3, but it seems that we are adding it for phase 1 before beta release. It’s one of the reasons that the game hasn’t already been released. There will be a card log that records every action. Judges can be invited to spectate and then look at the log to make a decision. Manual will not be ranked or moderated. You are responsible for your own duel and its rulings. There is no time limit. You click a card and then click on a location, the card is moved there. Players can use even their own custom cards and banlists by adding the art, cdb, and the lflist. As long as there is no conflict with id, you can send your custom cdb and arts to the opponent and be synced. No scripts required. Think of it as a sandbox mode where anything is allowed. You can create your own custom rules that you and your opponent agree to. For anyone who has played manual, communication is important. You must use the chat to tell your opponent the choices you make and ask whether they have a response. Due to discord integration, you can even use voice chat.
Q15: Does the card, “Clock Lizard” work in your game?
A15: Clock lizard is one of the more challenging cards to script among the ygopro sims. The sims that currently have it, do not have it function correctly for several cases. However, we have verified all the proper rulings with the Konami OCG office and other head judges. We have found a workaround that works for all cases. If you are interested to know what these cases are, please read this:
Q16: How frequent will Omega update in terms of cards and banlists?
A16: Omega updates 4 times daily so every 6 hours. New cards should be added to the client fairly soon after being announced (usually will be script-less and not usable until a scripter picks it up but its there :D). Cards become legal on TCG and OCG on the date they get imported. Banlists gets updated on the day they take effect (it is not available on the client prior to the date it takes effect, but you can always make a custom banlist for it).