Author Topic: Starting the cards  (Read 4301 times)

Djaggernaut

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« Reply #30 on: January 24, 2004, 12:29:46 pm »
Hi
Hmm, not everyone have read my text...

Personnaly, I would prefer non collectable cards.
Strategy are surely more important in non c cards.
Not only coming from players but it\'s not hard, when you give more and more rules and objects to play with, you\'re guiding a lot the players.

PS itself is a good example, this is actually just an empty city to visit, and I\'m surprised to see how people have found way to have fun in it.

If you made rules too complex: first, people will don\'t want to learn it.
second, you will not make a cult game.
Personnally I don\'t think Magic cards are a legend (I\'ve played them a lot).
Chess are.
Try to find someone (above 10 year old ;)) who don\'t know chess.

What I feel by reading all that post is you\'re too influenced by others games.
Of course you must understand and know as much possible as others games but if you\'re not able to go further....

Is it interesting to fight with monsters btw??
You will not have infos on monsters, so it\'s a constraint you must find an alternative.
Also, in our world, we\'re inventing card games with monsters like it\'s possible to found in PS.
So in PS, do they need to use their own monster?
And if the monsters in this card game was animal of our world??
I do that with question because this is the kind of things you must think of to be creative.
And why it should be battle?


You must also thinks from what the game has been created. Take Rock, paper, scissor for example.
It\'s coming from martial arts.
It\'s also important to take your inspiration in the nature itself or some mystical elements.


Concerning this cards, it seems they could be magic, I mean only created by magic but staying in a material form.
BTW, the only cool things to have them collectable is to found them in monsters etc.
But has been so much seen and PS could be the little game around the big one finally.
Djaggernaut  - http://www.tridinaut.com

Samoth

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« Reply #31 on: January 24, 2004, 05:13:46 pm »
Going with the monster idea...

The cards can be introduced into the game by being placed only at certain spots on a table top playing board.  (Or all arranged before the game starts)  Once the card is placed a small 3D version of the monster appears (this will probably be possible since the devs have already modeled these monsters).  The monster piece can then moved or commanded to take up strategic positions or to attack opposing monsters.  Or more simply let run until only one monster stands similar to the game of life.  I?m thinking of a game like those 3D monster chess games, but using this world?s monsters.

Maybe you would only be able to play a new monster card if your opponent already had played one or some other way limit the number of new cards that can be played.  Another approach gives each card a strength point value and each player is limited to a total number of points.  So you may choose a strategy of a small number of powerful monsters, a mixed set of complimentary monsters, or go with the small army style.

How about if the playing board becomes a miniature world where we would be able to essentially play the monster like how we now play our current characters.  All the monsters on the currently playing cards would be able to be played.  We would be able to move back and forth amongst the monsters playing whichever one we want.  The monsters not controlled would behave NPC like and attack the opponent?s monsters at will.  Other players would be able to switch ?think teleport? to this world to watch.

Different worlds can be available from hilly, to forest, to flat arena like playing worlds.   Since the worlds would be very simple and non-complex it might not take long for the devs to design all sorts of interesting places.

Something like this would also server to teach the newbees about the various characteristics of the neighborhood MOBs.

Wedge

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« Reply #32 on: January 24, 2004, 09:03:26 pm »
Poor Djagg, they just ignore him  ;) .

I was thinkin that any game should be based off of the elemental crystals.  Perhaps you have a board setup like the stalactite and you play crystals on it in an Othello fashion to try and fill the board with your crystal.  That even invites the possibility of more than 1v1 play.  Some sort of variant of Chinese Checkers would work really well too I think.  Also been thinking some sort of \"stacking\" game where you build up crystals in a stalactite would be very cool, but I\'m no good at coming up with rulesets for that kinda stuff  :( .

Anyway though, I think a CCG would be dumb, that\'s just for people that like to collect rare stuff so they can feel 1337.  And mini-game with static pieces would still be worth playing if you just add an offical wagering system to it  :D .
Ninjas have feelings too.  Mostly they feel like dancing.



Grakrim

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« Reply #33 on: January 24, 2004, 09:15:40 pm »
Well, this thread is exclusively for Kuiper\'s CCG minigame, so that\'s why everyone is talking about cards so much.  Although I do like some of the concepts you presented, Wedge; perhaps you should branch off into another thread for those?

As for the cards actually not being cards in-game, I agree with that, but its easier to just refer to them as cards until someone determines what they should be otherwise.

Since everyone dislikes CCGs so much, and rightfully so as they\'re just money making gimmicks (little known fact: Richard Garfield, creator of M:tG, created the game as a fundrasier to work on his real project, Robo Rally, the single greatest boardgame ever created).  How about we give players the full set of cards (or stones, etc.); but not every card is at their disposal, they still must select which ones they will be using ahead of time.  This would also be more realistic in terms of an ancient game.
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Kuiper7986

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« Reply #34 on: January 25, 2004, 12:27:42 am »
You know I\'m very reluctant to put this pic on here because I haven\'t even finalized all the rules and I don\'t want to lose that integrity. So anyways what happened if I did this. same rules and everything, but instead of cards, you got a game piece, and the board is a 3D terrain and its still 7x7.

« Last Edit: January 25, 2004, 12:30:31 am by Kuiper7986 »
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Kixie

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« Reply #35 on: January 25, 2004, 12:54:41 am »
I thought this was gonna be a card game....

Kuiper7986

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« Reply #36 on: January 25, 2004, 02:59:09 am »
well I hope its a card game too, but there are some people who like a board game with pieces. I just want to have it balanced. But I personally absolutely want the card game.
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

Leander256

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« Reply #37 on: January 25, 2004, 04:29:51 am »
Just a question: What about using an hexagonal grid? No more problems with diagonals! Of course you do what you want with your game, I just thought it would be nice to have hexagons when playing strategy games.

Darkmoon

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« Reply #38 on: January 25, 2004, 07:05:44 am »
I don\'t know how many of you have played the Might & Magic series on PC, but in the later versions (I remember 7 & 8 ), there was a card game you played in the taverns called Arcomage.  The cards were preset, not collectable.  You didn\'t even have access to the cards outside the taverns.  Basically, each player had a deck of the same cards, shuffled.  Each player had a tower and a defense wall, and the goal was to add points to your tower to reach a certain height or to destroy your opponent\'s tower.  Another way of winning, each player had a quarry, magic, and bestiary, and cards drawn could give or take points from them.  If a preset level was reached, you won.  It may sound complicated at first, but if you play it, it\'s fairly fun.  I lost a few hours to that game...  ;)

Anyway, just something else to maybe take inspiration from.
« Last Edit: January 25, 2004, 07:06:42 am by Darkmoon »

tybrus

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« Reply #39 on: January 25, 2004, 06:45:23 pm »
here are some concepts that could help the game greatly (flame if you want):

-on the 7x7 board: the Upper-Left square is Player 1\'s base, and the Bottom-Right square is Player 2\'s base (I use base as a generic term)

-The purpose of the game is to use your cards to either defeat all your opponents monsters or capture his base

-we can give players access to all cards but aid a great deal of strategy to creating a deck by adding a cost to each card.  
    EX: Each card has a value 1-7, and the player\'s total value for every card he controls in play can not exceed 15.

-each space on the grid is randomly assigned an arcane way type.  If a card of one arcane way type is on a space of that type it deals 2x damage and takes 1/2 damage.  If a card is on an arcane waytype that it is weak to it deals 1/2 damage and takes 2x.

These ideas are just some concepts.  I have some simple rules developed as well.
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zinder

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« Reply #40 on: January 25, 2004, 07:40:12 pm »
I have a question regarding the attack direction. an you choose from the possible directions on the card, or goes a attack in every direction?
« Last Edit: January 25, 2004, 07:40:38 pm by zinder »

tybrus

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« Reply #41 on: January 25, 2004, 08:14:07 pm »
hey Kuiper on the example card after the movement range you have free in parenthesis what does it mean?
Death is but a door. Time is but a window.

KwartzTheKran

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« Reply #42 on: January 25, 2004, 08:37:16 pm »
the elements refered to could be changed to crystal powers relatively.

so im assuming that particular cards will allow for tactics, eg one card may attack <---- for 7 for defence,
ones with higher movement will allow to run for opp base and ones with certain abilities can say \'jump\' to move over an opponents attack etc...

I think the board played on should be elongated more ^ so its more 7 x 10, this makes for tactics in movement like a wartop battle game.

how about the monsters spirits are held in small crystals that a player collects, instead of cards =) only 1 - 2 inches big.


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Kuiper7986

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« Reply #43 on: January 25, 2004, 10:57:55 pm »
To Zinder:
No, the only way to attack is shown. The arrows pointing out are the directions it can attack in. So if you saw the arrows only pointing up and down, then the cards attack can only go up and down.

To Tybrus:
The free doesn\'t mean anything, I forgot to delete it when I saved it. It was something for me to differentiate something, so don\'t worry about the free, it don\'t mean jack.

To Kwartz:
Yes I have changed the elements to the \"ways\" of the different crystal in my rules that I\'m typing up. And yes I still find the board a bit small. But I don\'t want it so big that

To all:
I\'m trying to avoid that pokemon and yugioh stylistic card dueling or monster battling. But keeping some needed components to make the game interesting.

And the key to the game right now is to defeat your opponents cards or make it in such a way that he can\'t. win.

Lastly, I find nothing wrong with cards that are collectible. I mean, it gives you something to do and bragging rights.
My name is NOT pronounced, \"Kway-per,\" it\'s pronounced \"Kye-per.\"

zinder

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« Reply #44 on: January 26, 2004, 01:03:09 am »
Seems i was not clear. What i mean:
Lets say the card can attack up and down. Now i have a board with my card on c3, other cards lay on c2 and c4. When my card attacks, which card(s) are hit? Both or have i to choose the card up or the card down. And if both, is friendly fire possible?