Monday, June 25, 2012

Time for another week

Alright new plan for this week. This time finish 5 transformations, which includes 3 basic skills, a special attack, and a passive that work with the different cards and skills.

Current Work.

Red - Fire Theme - Uses a Burn system. Attacks add a stack of burn on the target. Targets with burn take damage equal to the number of tokens every time they attempt to perform an action. Tokens stack up to 3. Burn can be consumed to deal damage equal to x2 of the number of tokens on the target. 
Fit - Attack the target for 1 damage. Add 1 burn token to the target
Int - Detonate the target. Deal damage equal to x2 the number of burn tokens on the target.
Social - Defend. Reduce the incoming damage to target player by 1. 
Special - 

Blue - Ice Theme - Frost system. 

Green - Wind Theme - Tailwind. Abilities following a successful attack gain a bonus modifier to their effect. 

Teal - Sound Theme - 

Yellow - Lightning Theme - Charging. Successful abilities grant a charge. At 3 or 5 charges, the player can increase the damage on the next ability, reduce the cost of the next spell by 1, or directly deal 2 damage to a target. 

Pink - Heart Theme - 

Friday, June 22, 2012

Week Done. Initial Character List

Well did not get into transformations this week. Character balance with a bunch of other distractions took up most of the time. Of course these numbers have to check out against the rest of the game, so will need to get to the rest of the game together now.

Characters:

All Characters start with 3 Action cards on the field.

Yankee - Fitness based character. Ability: Use 2 Fitness energy cards to gain 1 Int energy. (Cannot use energy gained from non basic energy cards).
Starting deck
5 Fitness energy
1 Int energy
2 Social energy

2 Bulk Up.
2 Draw A Card
2 Intimidate

Otaku - Intelligence based character: Ability: I've seen this before: Once Per Turn: Tap, Discard a card: Draw two cards from your deck. Place one in your hand, discard the other to your graveyard. 

1 Fitness
5 Int
2 Social

2 Useless Knowledge
2 Exploit Weakness
2 Hold It!

Idol - Social based character. Ability: Social Prowess: Tap, All Social events cost 1 less Social energy to perform in the player's district for all players. Passive: All social abilities cost 1 less to play to the field. 

1 Fit
2 Int
5 Social

2 Switch Out
2 Inspire
2 Once More

Princess - A social/int based character. Ability: Money - Whenever she goes home to sleep, you may take 1 wealth card and place it in your field. 

1 Fit
3 Int
3 Social

3 Wealth
3 Friend's List
1 Butler


Transfer Student - Int/Fit character. Ability: Discard a card, reduce the cost of the next ability card you play from your hand by 1. 

3 Fit
3 Int
2 Social

1 Rally
3 Idea
2 Opportunity

Monday, June 18, 2012

Goals for this week

In an effort to get my ass in some sort of gear, I'm going to start setting up weekly goals to meet. I need some sort of timetable to start getting things done.

So for this week I'm going to
1. Finish character designs, and get at least 8 different starting decks made.
2. Finish transformations.

Sunday, June 17, 2012

Stuff I need to post

Characters and Transformations

Characters determine the player's starting deck and play towards a particular theme as well as granting a specific trait that can be used throughout the game.


Current Ideas
Yankee - Fitness themed character. His special ability is to tap two fitness energy to gain 1 int energy. His deck starts with high Fit but low Int and Social.

Otaku - Int based character. Passive: TBD. High Int, low Social and Fit

Idol - Social based character. Passive: Inspire Something that can affect other players.

Princess - OK Fit, Good Int, OK Social. Starts with money. Passive: gain money whenever you go home to sleep.

Transformations:
These dictate the player's combat style and adds an extra effect to spells and abilities.
Each Transformation has three basic skills that use 1 of each energy type, a more expensive special attack, and passives that interact with other spell and ability cards.

Current Ideas:
Fire Themed Red
Lightning Themed Yellow
Heart Themed Pink
Wind Themed Green
Ice Themed Blue
Sound Themed Teal - Miku based transformation.

Character Modifications
These are additional changes that can occur in the game. There will be specific events that players can run into that will add an additional card to their character with new abilities.

Current Ideas

Neko-mimi - Obtained in the Neighborhood. You were just zapped by the local mad scientist's experimental laser and have transformed into a catboy/girl. Instantly gains fitness energy on the field, discards an int and social energy. Catty - New instincts take over. Remove one Int and one Social energy from the field into your discard pile. Kitty Power - Action, Tap, Discard a card from your hand. Gain 2 Fit energy.Pounce - Action, Tap , 2 Fit Fit. Attack a target with +2 damage. This attack gains first strike. 

Tiny God - Obtained at the Shrine - A strange feeling washes over you. You have now become a minor deity. Reborn - Discard your hand, draw 7 new cards. Special passive Mobile Prayer - Other players may now gain blessings by praying to the player instead of at the shrine. Praying costs 1 action energy and discarding a card from their hand. Special ability Blessed- Tap, Discard one energy card of any type from your field, pass one roll check.Special ability Divine Intervention - Tap, Discard one card from your hand. Prevent one damage that would be dealt to you. 
Vampire  - You meet a strange little girl at the shrine. She finds you interesting and turns you into a vampire. Creepy - Remove 2 Social cards from the field and place them in your discard pileSpecial Ability Noble Blood - Tap, Action, Discard card from hand - Gain two social energy. Special Ability Drain - Tap, 2 Int Int  Action - You sap a target, dealing 4 damage. For each damage dealt, you heal 1 HP and gain a +1 damage token for your next ability. Tokens are discarded on use or at the end of the turn.
Android/Cyborg - The Scientist accidentally transfered your mind into the body of an experimental android. Recalibrating - Discard 2 fitness energy from your field. Cybernetic intelligence - Action, Tap - Gain two Int energyRocket Punch - Action, 1 Fit Fit, Tap - Attack a target for +3 damage. 



I think I'm going to finish designing characters before getting into the cards that make up the decks. 


Posting more ideas when they come. 

Saturday, June 9, 2012

Action cards, Combat, and the Board.

Just had this idea: Move/Action energy is required to perform certain attacks, or possibly all attacks, along with activating events and other board interactions.

For combat possibly special attacks will require action energy, like the unique ability of each transformation, as well as special equipment usage. Basic attacks won't require actions but will have their own limitations. The default attacks on the transformation will still be limited once per turn for their cost, for example.

While in combat players can't use action cards to interact with the board. Originally I wanted to move the action cards to energy cards to give the idea that transforming made the player stronger, and removed their ability to play the board, but this design makes the action cards more valuable in combat, and a flat rule works just as well.

Still designing the stuff the cards can do, trying to make each one using each energy card unique while performing a similar function.

Monday, June 4, 2012

Board Design v.1

Alright this is going to be the initial board design. And here's the rundown of how the areas are going to work.

All areas allow for event draws by tapping one action energy. Doing so allows the player to draw an event card from their respective area.

Event resolutions will vary on the difficulty and the rewards. Simple events can be resolved by paying the proper energy cards OR by rolling dice of some sort, considering players might not have the kind of necessary energy required to resolve these events early game. Harder ones will require both a roll and energy. The hardest will require discarding cards from the field or hand into the player's discard pile.

School: Primary purpose here is to collect basic Fitness, Intelligence, and Social energy cards for the player's decks. Events here grant basic skills

Residential:
Home - Players return here to sleep, which lets them shuffle their discard deck into the draw pile
Neighborhood - Events here grant advanced social skills and special conditions. One of the ideas is to have a mad scientist's lab that will bestow race changes to the player. The lab was going to be really random on the benefits and losses to the player, but grants access to some of the better rewards in the game.
Fortune Teller - This would be the place for players to trade in cards they don't need, namely skill cards. Still deciding how this should work. It might be just a take a card, leave a card kind of place. Events here would act like the neighborhood but for magical situations.

(Hum, originally I wanted the shrine to be used for magical events, but if I can fold those situations into the Fortune teller, that means one less place to on the board to fill.)

Shopping District: Where players earn money and buy equipment, and meet companions. Events here are on the harder end.