Friday, April 5, 2013

Totally Forgot End Game

So I just kinda noticed I really don't have anything concrete about my end game. I had a vague idea of having a villain and hero track, where the villain track would progress based on the energy drained by the plots each turn, with the track giving buffs to the villains over the period of the game. Monsters would have more health and deal more damage and lieutenants would have more abilities to affect the field. When the villains reach the end of the track, the final boss shows up and will fight the players. If the players lose, the game is over. With the hero track this was suppose to be a similar track that goes up for the players over the course of the game. When the hero track is maxed, the players get to invade the villain's headquarters and assault the final boss. Beat the boss, win the game. Lose, come back and try again later.

The problem became how does the hero track grow? Current ideas are: 1. Increase per monster death and 2. Players instead of buying cards push the track. Unlike the villain track, the hero track doesn't grant passive bonuses to the players. Those were suppose to come from the player's own cards. Defeating a monster would've awarded players with an additional action energy as well, but I think there should be more alternatives to monster rewards. Not sure what this could be either.

Last on the list are better card buying mechanics. Something a bit more complex than just an event to a card. I was thinking each event grants a certain number of buy resource which go towards a card's cost, which is dependent on it's rarity and stuff. Harder events grant more points to buy cards with. Maybe allow buys to be saved so cards could be cycled to buy.

All this just needs testing.

Back to work.

(posting 2 days after starting post)

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