Post for the sake of post. Cause if I don't I don't post anyway.
Got the villain deck card numbers hashed out. One thing I think would be an issue is as more plots are performed, the fewer plots are there to draw from. I also have nothing planned for when a villain deck runs out, nor how fast it would possibly occur. Considering one rule is that the villain's hand is never really discarded, only spent cards would enter some sort of graveyard, and unused cards will show up in the hand eventually, though like solitaire, there can be a sequence of a stack that cannot move given how the type of combinations, which leads to a standstill. Don't want that happening.
Another thought is how do I want social to play out? There were buffs, but buffs don't win fights. I had the idea of "mentor" companions, that during the board phase you build them up by spending actions on them, and you then unlock abilities based on how often you visited them. This gives Social cards a type of attack that's companion based rather than ability based. Of course what kind of disparity should this ability be with others?
Another thought are marking attacks. Basically subsequent attacks on the same target gain some kind of benefit. But that is just a fancy attack. Sync was the other idea. Attach to another ability being played, perform that ability alongside. This all really plays into how do I want decks to be built? If I think in terms of MtG decks, those are usually single color, because you don't want to run into the issue of drawing the energy you don't need at any given time, and homogeneity makes sure that doesn't happen. But if I'm thinking of Fit/Int/Social energy as stats rather than energy, that means a character is rather a mix of these three energies, which for one makes the starting deck awkward. If energy is being cycled into the deck, then that adds the risk of getting cards you don't need. But do I want players to always build a mix of cards from all three types, or allow single color decks to survive? Or do something where all cards have a colorless use and a bonus if the right energy is used.
Anyway more posting to come later so more thoughts can get down.
Just spent the whole day randomly writing this thing. Huh.
Wednesday, February 27, 2013
Friday, February 8, 2013
Doing Some Combat Revisions.
I just realized I had an idea of combat but no concrete rules. Course this all has to then tie to how cards are designed and played.
This includes what can I do to make the game more deck-buildy and have the player cycle more cards, having some use for Action Energy early game, cause they were originally regulated to special attacks, which were end game cards, and now I want to rethink what does initiative really mean? Originally this was position from monsters, with 6 being the closest, and 1 being the furthest. But then do I really want to separate melee from ranged? I think not, because this is also a randomly generated position, so sucks to find yourself in a place where your abilities don't work.
So far it's this
This includes what can I do to make the game more deck-buildy and have the player cycle more cards, having some use for Action Energy early game, cause they were originally regulated to special attacks, which were end game cards, and now I want to rethink what does initiative really mean? Originally this was position from monsters, with 6 being the closest, and 1 being the furthest. But then do I really want to separate melee from ranged? I think not, because this is also a randomly generated position, so sucks to find yourself in a place where your abilities don't work.
So far it's this
- I can have the energy cards play as a "tap again" general purpose for any ability, namely the basic abilities. This is suppose to work in conjunction with another idea to move cards which was "discard an ability after it has been tapped to play that ability again." Problem is this is a multiplier effect, and multiplier effects do that high curve growth so once stronger cards are out will be a problem to balance for.
- So one of my tier 1 cards is an "attack" fitness card. But one of my tier 1 int card is a "blast" card. As is they're both a basic attack, so I need a way to separate the two. One thing could be "Attack" is a permanent ability while "Blast" is more like a one off spell. Of that then that would put "Attack" at base damage 1 and "Blast" at base damage 2 to compensate. The other idea was they were bother permanent abilities, but Attack required you to adjust your initiative up 2 after you used it, like running up to attack a target and then backing off.
- Still need to expand on the role of Social cards. As is they're support cards, buffs and healing. One thing social energy was suppose to handle were companions. But companions are, or should be, minimum tier 2 (of 3) cards. This turns to the question "How mixed should players make their decks." If a pure social deck can't handle tier 1 combat its not good.
More stuff to come, we'll see if I remember to post it.
Wednesday, January 23, 2013
An Unending Recursion
So I've had half the mind to post something a few times since the last post with some of the ideas I had at the time. But then the ideas were still half baked, so I'd put off writing till I had something more concrete. At which time I'd get distracted and another few days would go without coming up with a post.
So now I'm just going to throw some stuff out.
So now I'm just going to throw some stuff out.
- Reconsidering card rules and functions, to change combat up a bit. Currently the design has the concept around permanents and energy cards to summon them, but that got me thinking that all that promotes is winning a card through an event, then cycling the deck till you could play that card. Cause vanilla magic rules revolved around a static deck and a discard pile. If I wanted to make this more deck buildy, that means more card cycling. Mage Knight does this by playing with the hand, as do other deck building games. However, I would like to keep some sort of field so there's still a degree of preparation and not relying on the draw. So to do this I'm considering the following
- All abilities can be tapped twice by default. First tap is normal and keeps the card on the board. Second tap discards the card into the discard pile.
- Probably a better idea is to have each ability have separate tap and discard actions, and you can only perform one or the other. Problem here is what kind of space do I have left for an out of combat ability (and should that also get two activation's as well) along with flavor art and all the other card information.
- Think I'm going to take out the counterattack part of combat. This was also a thing from Magic with attacking and defending monsters. Rather than a normal occurrence, its will only happen due to special counterattack abilities, like damage shields or on hit triggers. This would cut down on the number of special attributes I can put to an ability, and keep the number of necessary resolutions low.
- Energy cards can now be played to the field tapped (wait a turn to use) or active (use now and discard afterwards) instead of having to pay one energy to place one. I don't think that latter plan let players get into the game fast enough.
This does mean I need to go back through my ability card list, which I had to do anyway to implement out of combat abilities. Those are still good given my resolution types. After I get some better free time I'm going to dedicate myself to writing this out. Have something by Sat.
Thursday, December 13, 2012
Creativity Sure is Hard.
Pretty much a duh statement. Started back up Skyrim for some New comp means adding every graphic mod possible. Yadda yadda not getting work done.
I do have a list of event resolution types, the stuff players have to check for. I have ideas for simple pay events (tap some number of energy to perform) and draw events (reveal top card of the player's deck and the resolution is based on that.
Other thing to do is add event assistance abilities to at least the common and uncommon cards. There shouldn't have to split a deck between in combat and out of combat abilities. Should also stay consistent so no one card is grabbed for only one ability.
The last bit is energy resolution attempts for events outside of the school. Outside of the school, events will become increasingly more random and will check varying types of energy, and a player may not have all the energy type required to complete it. This shouldn't auto-fail the event, however, since this would mean players can corner themselves with events they have no chance of completing. Rather those unprepared should still have a chance of completing an event, namely in the form of rolling for the energy needed. Another idea is to allow the energy cards be used as wild card energies. Need to decide on the dice to card ratio, and what kind of die is being rolled.
I do have a list of event resolution types, the stuff players have to check for. I have ideas for simple pay events (tap some number of energy to perform) and draw events (reveal top card of the player's deck and the resolution is based on that.
Other thing to do is add event assistance abilities to at least the common and uncommon cards. There shouldn't have to split a deck between in combat and out of combat abilities. Should also stay consistent so no one card is grabbed for only one ability.
The last bit is energy resolution attempts for events outside of the school. Outside of the school, events will become increasingly more random and will check varying types of energy, and a player may not have all the energy type required to complete it. This shouldn't auto-fail the event, however, since this would mean players can corner themselves with events they have no chance of completing. Rather those unprepared should still have a chance of completing an event, namely in the form of rolling for the energy needed. Another idea is to allow the energy cards be used as wild card energies. Need to decide on the dice to card ratio, and what kind of die is being rolled.
Monday, December 3, 2012
Finally getting something
Started jotting down event ideas for the board.
Thinking that all skill cards should have dual use for combat and non combat purposes. Stronger cards may be single utility.
Starting with school events. These should be simple to complete and are only good for common/uncommon skills.
Other locales will have more variety in energy requirements and resolution choices.
Original idea was that if you needed a different energy type to resolve an event, you could tap one other energy type to roll a d4 for a chance of the energy you wanted, or do a roll for a 5 up on a d6 to convert one energy to another. This is to facilitate single energy decks or other energy shortages. Need to decide if this should be a general rule or regulated to specific events.
Thinking that all skill cards should have dual use for combat and non combat purposes. Stronger cards may be single utility.
Starting with school events. These should be simple to complete and are only good for common/uncommon skills.
Other locales will have more variety in energy requirements and resolution choices.
Original idea was that if you needed a different energy type to resolve an event, you could tap one other energy type to roll a d4 for a chance of the energy you wanted, or do a roll for a 5 up on a d6 to convert one energy to another. This is to facilitate single energy decks or other energy shortages. Need to decide if this should be a general rule or regulated to specific events.
Wednesday, November 7, 2012
Boy am I stuck.
I have absolutely no idea on where to go from here. Not a lot of inspiration to work on right now. I feel like I want to just make some cards and try playing the parts I got already. Might just go with that. See what I'm missing then.
Thursday, November 1, 2012
Need to remember: Work first, play later.
So it's now November.
I've been playing Guild Wars 2 really damn heavily the last month. Coupled with what was a pretty seasonal job, yea being really distracted here.
Course now that job is gone I can go back to procrastinating in other ways!
Anyway, did another rundown of the game and realized this game essentially has two phases, three with this current villain deck design, and that first phase, where the players are suppose to be going around collecting cards is COMPLETELY AIMLESS. As in the moment after you set up and decide who's going first, that player is going to go "where should I go first?" And the answer will be "I dunno," cause how are you suppose to know what you need to prepare for? Monsters don't show up till later (and should not show up until later) so that first turn is essentially aimless wandering. And aimless is a pretty detrimental goal to aim for.
So the solution is Episodes. These are goals or effects that can help the player build their deck. Goals would be like preparing for a sports festival, and to do that means gathering and fielding various fitness abilities. Reward could be an advanced card or the ability to swap the cards they gathered for other cards. Effects would be like "social event interactions cost less to perform" or "gain additional energy every time you obtain a skill card from this place." These can persist for a few turns before a new one is drawn.
The point here is to give that first turn something to aim for if they don't already have a goal in mind (like a particular deck build or theme). Because the villains don't show themselves until later, and given that's how that works in anime, I think this fills that gap between fights for something players to do.
Now that idea is down, need to really review what I already have down before moving on.
And going to try and post....maybe this Saturday.
Damn, it's Thursday already?
I've been playing Guild Wars 2 really damn heavily the last month. Coupled with what was a pretty seasonal job, yea being really distracted here.
Course now that job is gone I can go back to procrastinating in other ways!
Anyway, did another rundown of the game and realized this game essentially has two phases, three with this current villain deck design, and that first phase, where the players are suppose to be going around collecting cards is COMPLETELY AIMLESS. As in the moment after you set up and decide who's going first, that player is going to go "where should I go first?" And the answer will be "I dunno," cause how are you suppose to know what you need to prepare for? Monsters don't show up till later (and should not show up until later) so that first turn is essentially aimless wandering. And aimless is a pretty detrimental goal to aim for.
So the solution is Episodes. These are goals or effects that can help the player build their deck. Goals would be like preparing for a sports festival, and to do that means gathering and fielding various fitness abilities. Reward could be an advanced card or the ability to swap the cards they gathered for other cards. Effects would be like "social event interactions cost less to perform" or "gain additional energy every time you obtain a skill card from this place." These can persist for a few turns before a new one is drawn.
The point here is to give that first turn something to aim for if they don't already have a goal in mind (like a particular deck build or theme). Because the villains don't show themselves until later, and given that's how that works in anime, I think this fills that gap between fights for something players to do.
Now that idea is down, need to really review what I already have down before moving on.
And going to try and post....maybe this Saturday.
Damn, it's Thursday already?
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