Wednesday, May 8, 2013
An Update for the sake of.
Friday, April 5, 2013
Totally Forgot End Game
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)
Wednesday, March 27, 2013
Rethinking Initiative, and gotta work on a summary
Course now this brings up the question of battlefield mobility. Since the monster targets enemies with both fixed and relative positions, players can feasibly dodge moves with something that could move them about. But do I make movement core or ability card based. I could tie it to the action energy cards, but these energy cards are an easy catch all for everything that may be too general to throw into randomly collected abilities. This means too many mechanics in one place, and that I think is bad design. Course, I should first figure out what they're currently being used for to see if I declare it overburdened.
So far Action energy is used for
- Shuffling discard pile into the deck while out of combat and at home.
- Discard and draw hand while out of combat and at home.
- Use in special attacks.
- Draw a card at any time during your turn, or any time while out of combat. Can be modified by different skill cards to perform this differently.
Monday, March 18, 2013
Fitness Card Idea and then other junk
The core of this idea is the light > medium > heavy combo concept. On their own, each attack has a base damage. When chained with the proper attack by being used in a sequence, a secondary effect takes place. For 1 star attack, its a bit of extra damage. For more advanced moves, like a leg sweep, it can disable the enemy for one move. In this case it just removes one die from the enemy's attack.
Tier 3 abilities would be like supers with a failure rate that can be mitigated with the right chain attack.
Social I think I'll create these catagories:
Enhancements: cards that buff individual abilities.
Trainers: You take time out of combat to gain ranks with a trainer. Each rank grants a new ability to use with this card.
Companions: These act like a normal ability that are played and tapped.
Instants: Played from hand spells that can happen at any time.
Items: I guess I'll need this slot if Bento heal kits are going to stay social cards.
So far I got sorcery spells for int. Played from hand. Have other cards play up that style.
Gonna go from here.
Thursday, March 14, 2013
Social is just going to be Green
Monday, March 11, 2013
What to do about Social
Another bit was some companions were also tied to specific events, but when if a player gets the card not as a social energy build, then that card is worthless.
How about have these events grant either the companion or an equilvalent tier item. So like my military companion social card was someone that could call in a mortar strike. Others could get a weapon or attack for fitness or Int based equipment.
I need to write more down.
Sunday, March 3, 2013
Card Draw Solution
Just came up with an interesting way to add more card draws: make the card draw a core ability with action energy, base 1 card per draw, and have each other type of draw be an enhancement to that draw ability. This would add a more reliable way to have card drawing in combat other than having to stack card draw abilities. Other abilities will still maintain a tap or discard strength use. Also when in town every time as player draws an event with an action energy the player can also draw a card. Maybe give a bonus if they don't.
Also had more thoughts on the villain deck. Might change the draw from 3 to 2. With a 60 card deck that's a difference of 10 turns. Buy that will have to come down to play testing.
And that requires something to test.