1,194 karma · joined February 13, 2013
A few comments have mentioned being able to refresh the cards while upside down, or covered by another. Maybe my next prototype can put the contacts on the edges and have them wrap around or pass through, so they work on both sides.
That will be a bit more complexity for fabrication, but sounds like a fun project.
If you are willing to spend even more, you could bundle the card circuitry with the silicon embedded in the e-ink display already, and there are FPC e-ink displays. So it'd be about half the thickness of a credit card and flexible!
(at that point, we'd need to change the plinth interface, probably go for NFC like people are mentioning in these comments)
I was going to post about it on some game dev forums next, any suggestions of where I should post?
They don't do wireless as of now, they have to sit on the plinth to get an update. There are options for how to add some form of wireless connectivity.
I'd be interested in continuing the conversation, I'll send you an email, or email me: jonah@wyldcard.io
I still maintain that it's lame to implement the concepts tied to physical playing cards in a computer that can simulate anything. It's funny how Slay the Spire is a card game which got popular as a computer game and then later made the transition to a physical card game, bringing us full-circle.
Bought off Alibaba, I think they're so cheap because they're designed for grocery store shelf price tags.
Good Display GDEW029T5D
Huh, the battery lasts for ten years? I wonder how many refreshes you get for that. Maybe I should just be using those.....
The trick would be an easy interface for writing to them. They don't have batteries, so you need to send all the power to them along with information.
Ah yeah, I think the game design community mostly uses tabletop simulator and one other such program for testing out ideas. Being able to deploy to both is a good idea.
jonah@wyldcard.io
For interested parties needing to program, I could probably partner with them and do the development myself (or have employees do it). The real hard part is designing a game, the software to run it will be pretty basic to start with, once I write the general framework for taking turns, etc.