Tuesday, July 24, 2012

Villain Work Time

Alright so I feel like I pretty much hashed out what to do for player cards, so now I'm going to start working on the villain deck. Which means finalizing villain mechanics. So time for a ton of contemplating.

Current idea: Villains have a deck of their own cards. Each card is some sort of spell, monster, minion, or other effect that can be played on the board. Each card will have its own trigger conditions of when it will be played. These essentially occur on the villain turn, but some may trigger on other in town events.

For the most part villains progress their own villain track, done when their card events resolve. The initial idea is to have villains place down in town events that continually progress the track until it is disrupted and the monster within defeated. Defeated monsters add some way for the players to perform more actions. The villain track itself strengthens enemy monsters and improves the defenses on the in town villain events. After a certain trigger is hit, such as the villain track reaching a certain value, the final boss of the villains will show up and a final battle ensues. When this enemy is beaten the game is over.

So things I need to watch out for.
1. Trigger rate on villain spawns to progress the game.
2. Properly designing the villain AI. This is done between dice and the card trigger events. The idea is to not have to require a player play the villain. Other decks might change these mechanics, but right now I'm building for a PvE model.
3. Figure out scaling. As long as players can improve over the time of the game, so to should the enemy. This may mean having the villain track continually progress, or have a secondary track to follow how many events are played. There needs to be a risk of the enemy growing too strong, and for a way for the players to lose.

Alright, time to see if I keep these things in mind while I work this out.

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