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Trading Card End-User and Management Page Design

$100-500 USD

Cancelled
Posted about 16 years ago

$100-500 USD

Paid on delivery
Creation of web application graphics, page layout within the constraints of an OpenSocial application, user interface, game administration area and input on navigation. ## Deliverables User interface including navigation/page layout/images and Administrative Area for the application described at Bid Request Id: 898605. Here is the information posted for the programmer. You would need to design the application's interface and NOT the code. This is merely provided for your reference. ----------- Components Game Home Page - The cards currently held by the player will be shown. Their current in-game currency and level numbers will be displayed. Notifications of Trading Area trades that have occurred since the last time they logged in will be displayed. Links to the player areas (shopping center, active play, trading, etc.) will be available by name and icon. The first page of a player?€™s History will also be displayed with links to older entries. Shopping Center - cards may be purchased here with in-game currency. Only active sets are available for purchase. The cards will be available for purchase at several stores. The players will select a store from the Shopping Center page. There they will see a grouping of 15 cards available for purchase. Each card?€™s value will be the purchase price using in-game currency. This value will be deducted from the player?€™s ?€œbank?€ for each successful purchase. If the card sells out prior to a transaction completion, the player will be notified that the item sold out. Only a link titled ?€œBuy?€ under each card will be necessary to click for purchase. Cards that sell out will be replaced by others assigned to that store. The frequency of replacement for each cards needs to be dynamically calculated. Cards that sell out quickly need to be replaced more often than cards that do not. However, they should not automatically be replaced by themselves. At least one other card should cycle through the available slot prior to the in-demand card returning. Certain stores will only be made available to players upon reaching a certain level. Items that are unavailable to players will be reduced in opacity. If they are unable to shop at a store due to level constraints, a message to that effect will be posted. Trading Area - players are able to put cards up for trade with specifics on what they?€™d like to receive in return. The trades requested may be for one other card, of any value, or in-game currency. To place a card into the trading area, a player moves that card into one of the lower # spots in their active playing area. They will then be taken to the Trading page to specify what they want in return. If it is a card, they will follow a Javascript drop-down menu for each set. The cards will appear on the right of the menu. Each card will be ?€œclickable?€ for selection. In addition, they may set a price of in-game currency. The trade may be for a card only, currency only or a combo of both. Once the trade is submitted, the players card is masked out of their active playing area in the bottom slot into which it was placed. A player may have up to # trades active at any time. Trades offered do not expire. However, older trade offers will naturally move to the end of the trade listings. Trading in your cards/currency - Players are able to browse through the listings of trades requested. This is either through a large listing of all trades, by cards offered (via set listings) or by cards requested. Players may select a trade and make the correct offer/verify that they wish to make the trade. Upon a successful trade, the new card/currency will show up in each player?€™s respective active playing area. The player who makes the trade will receive leveling points equal to 10% of the card they receive. No in-game currency will be received for this type of trade. Each player will also be notified of the trade via their Trade History. The card(s) involved in the trade will be unavailable for play for a duration of 15 minutes. However, the player will be able to use the card for another attempted trade. While the card is protected, it will be reduced in opacity to show that it is currently unavailable. Uncompleted active sets will be available for preview as a Javascript overlay window to the Active Trading area. This is to assist players in understanding which cards they require to complete a set. If a card has been stored, then it will be displayed normally. If a card to a set has not been stored, it will be displayed as the ghosted image with only the card's name. Storage Area - a place where saved sets of cards may be viewed. Any cards that have not been collected will be alternative card images. A minimum of five unique cards from the same set must be collected in order to store them. Cards that have previously been stored may be stored again. The number of vaulted cards above one of each will be shown as an image overlay on the corner of the card. If storing these cards results in the player?€™s active cards falling below five, then random cards will be placed to bring that number up to five. However, care should be taken that no more than one card of a value 1000 or higher be received. Once an entire set is stored, that set will be available for download by the player. The set?€™s name will become linked to the download file. Available Card Sets - A listing of active sets and retired sets. Active sets will have ghosted images and the card name and value displayed only. All cards from the retired sets are visible. Privacy Settings - Each player will have the ability to deselect individuals from their friends list. These people will remain their social network friends but will not be able to view the player?€™s active cards/trade with that player. Active Playing Area - Players are able to view their friends active cards. This includes the Automated Player?€™s active cards. They will navigate via their friend?€™s account image, which will be at the top of the screen. A maximum of 5 friends will be shown at any given time. The center friend will be the active cards in the viewing area. There will be two friends to each side of the center with arrows pointing to the left and right. Players will be able to use these arrows to dynamically scroll through their playable friends. The active playing area will allow for trades to occur between players who are friends. Any card may be selected from a friend?€™s active cards. That selected card will then appear at the top of the next page where the player selects a card from their own active cards to attempt a trade. The ability to succeed at a trade will be dependent upon the values of each card. These values will be equivalent to the in-game currency. Upon a successful trade, the swapped cards will show up in each player?€™s active cards. Additionally, leveling up points and in-game currency will be awarded to the successful trader equal to 10% of the traded card?€™s value. The player who initiated the trade will have that card protected for 5 minutes. During this time, no other player will be able to trade for the card. However, the player will be able to use the card for another attempted trade. While the card is protected, it will be reduced in opacity to show that it is currently unavailable. The player who did not initiate the trade will have the new card protected for 15 minutes. During this time, no other player will be able to trade for the card. However, the player will be able to use the card for another attempted trade. While the card is protected, it will be reduced in opacity to show that it is currently unavailable. This player does not receive any leveling points or in-game currency. Combination Cards - cards created by adding other cards together. Each set will have at least one combination card. Players will need to guess as to what cards to try together in order to make the combination card. Three or more cards will be needed to create a new card. A page showing the player?€™s active cards will be displayed. From here, they may select any number of cards from a given set. Clicking on the ?€œTry the Combo?€ button will result in an attempt. If unsuccessful, a message will be displayed to that effect. If successful, the cards used to make the new one are removed from the player?€™s active cards and the new combination card is placed into the player?€™s active cards. Leveling points and in-game currency will be assigned at a rate of 10% of the combination card?€™s value. High level Combination Cards may also be created from lower level combination cards. Automated Players - in-game friends. Each new player will have a friend listing that includes any currently playing friends and a number of automated players (AP). The AP will not be able to initiate trades. Players will be able to trade for cards held in the AP?€™s active cards. As many players will be trying to trade with the APs at one time, any unsuccessful trades will result in a notification to the player. The AP?€™s current pack will be re-displayed. Successful trades will result in the traded cards showing up in the respective player?€™s/AP?€™s active cards. The player will be awarded leveling points and in-game currency equal to 10% of the received card?€™s value. The AP will have their pack determine by the trades made to them. However, if any single card reaches a number of 5 or more within an AP?€™s active cards, those 5 cards shall be reduced to one entry. The remaining spaces in the AP?€™s active cards will be replaced by other cards. These cards will be randomly chosen from the non-Combination Cards and non-Golden Cards. Golden Cards - special cards awarded for inviting friends or at random. These cards will be either active or retired like normal cards. They will be either tradable cards or cards that can be redeemed for in-game currency. If the card is worth in-game currency: There will be a link ?€œRedeem?€ under the card image in the player?€™s active cards. The value of in-game currency awarded will be displayed on the card. This card may NOT be traded. If the card is a tradable/image card: It will be a member of an active set. However, this bonus card will not be necessary to store in order to be eligible to complete a set and download the related images. If it is stored AND the set is completed, then that image will be available in the download file. In other words, for each Golden Card added to a stored set, the download link will change to a file that includes the Golden Card image. The random component will be based upon how active a player is within the game. Each player will have a number generated and associated with their account. When that number of trades is reached, a Golden Card will appear in their active cards. If they do not have an available space, then the Golden Card will appear as soon as a space is available. No more than one Golden Card per day shall be given to any one player. Golden Cards shall not be awarded to APs nor shall they be tradable with an APs active cards. These are special and should only be traded between human players. Invite Friends - the ability to invite their friends to play. Golden Cards will be awarded to each player for every 10 friends invited. One Golden Card will also be awarded for each friend who installs the application. A record of previous installs should be kept to prevent abuse of the system. Trade History - a listing of every trade and purchase that was made by the player. Trades will list what was traded and the values of the respective cards. If the trade was for in-game currency, that amount will be noted. Dates and times of the trade will be shown for periods that are more than 24 hours past. Otherwise, the date will be omitted and the time will state ?€œX hours ago,?€ or ?€œX minutes ago,?€ followed by the activity description. Purchases will be dated in the same manner. However, only the card purchased will be mentioned. A small icon of each card will be placed to the left of the description. For purchases, this icon will be the one purchased. For trades, the card removed from the player?€™s active cards will be at the left and the card received will be at the right of a double-headed arrow. The purchase icon needs to align under the card received for ease of understanding by the player. As players develop history, only the current X# of activity items will be displayed. After reaching that limit, the player will need to click on numbered navigation to view earlier dates. Game Management Area ?€? Upload new cards and their smaller icon versions. ?€? Upload the set?€™s related download file ?€? Assign cards to a set ?€? Assign a value to each card ?€? Make the sets active, pending or retired ?€? Specify Combination Cards and the required cards to make them ?€? Create/Edit/Delete a Store ?€? Assign a minimum player level to each store ?€? Add a Store description and icon ?€? Assign cards to individual ?€œstores?€ for purchase by players ?€? Assign cards their ?€œnumber to sell?€ for each time they appear in the store ?€? View the current card selling rates for determination on when to retire a set ?€? When a set is retired, those cards need to be removed from the Auto Player?€™s refill list ?€? When a set is retired, those cards need to be removed from the Shopping Center?€™s refill list. ?€? Ability to suspend players ?€? Suspicious activity alerts - bots/scripts/creation of additional FB accounts in order to have two active card areas ------------------
Project ID: 3844206

About the project

Remote project
Active 16 yrs ago

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