LackeyCCG

LackeyCCG Forum => Plugins & Plugin Creation Forum => Topic started by: Howl on November 27, 2009, 08:26:54 PM

Title: New plugin testing
Post by: Howl on November 27, 2009, 08:26:54 PM
ok the plugin is called Fantasy .. a mixture of magic .. and ... DM... and ... some other games... .. send me an.. email for the download.. idk... 8619ROCK.COM
Title: Re: New plugin testing
Post by: Howl on November 27, 2009, 09:01:16 PM
wow i looked at that .. and it was a terrible explanatin.. ok.. if ur looking for a new game to play. .other than magic all the time.. and one that you can .. participate in its creation... then .. hmm why not try this one... it has mechanics from numerous games to add to its fun... and... is willing for ... so much more... its kind of a universal game..
Title: Re: New plugin testing
Post by: Howl on November 27, 2009, 09:16:20 PM
here are some cards......art from random ... internet searches
Flickering ( At the end of each turn remove this card from play. Then Place it back into play at the beggining of each turn. This cycle ends when this card enters a graveyard, If this card is removed from play ,this cycle continues) and some of these cards are to rediculous to be real.. thats the whole fun of it...


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Title: Re: New plugin testing
Post by: Alastair on November 28, 2009, 12:56:54 AM
I like the general layout and style of the cards. Not sure if I've got the time and motivation to get involved with yet another CCG though.
Title: Re: New plugin testing
Post by: TheBuck on November 28, 2009, 07:30:43 AM
Something tells me its going to play just like MTG.
Title: Re: New plugin testing
Post by: Tokimo on November 28, 2009, 10:53:01 AM
I'm pretty sure magic doesn't have instants that make sustained enchantment like effects that give your cards indestructible <color>.

Although, seriously, it looks like you're just making a magic expansion. I'd recommend actually making a magic expansion instead of making it into a 'different card game'

It would be kinda cool if Lackey would let us make custom cards and use them dynamically with a player who hasn't downloaded anything, although I'm not sure it'd get that much use.
Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 12:16:05 PM
well i thought of that.. but i wanted soo much more mechanics in magic that just arent there.... .. yes there .. are... magic "like" mechanics.. but ... there are things from other games. to ..
Title: Re: New plugin testing
Post by: Tokimo on November 28, 2009, 12:43:21 PM
Quote from: Howl on November 28, 2009, 12:16:05 PM
Well I thought of that... but I wanted more mechanics than just the ones in Magic... Yes there... are... Magic mechanics in it... but... there are things from other games too...

http://en.wikipedia.org/wiki/Ellipsis

That aside and out of the way, Magic expansions continually add new mechanics. The only mechanics you've shown us could easily be added in a custom set. Do you have any mechanics that change fundamental gameplay planned?
Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 03:34:35 PM
mhm... and .. i dont like the whole... one land a turn .. thing... soo i took that out.. it leads to a faster paced game.. and... i raised the limit to the number... of same cards you can have in a legal deck in this game... its 6 .. in this one..
Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 03:35:15 PM
and different zones to .. flight.. concealed.. and juss normal..(for creatures) and later on possibly even more... its just me and a friend currently making this .. but.. ideas would be .. ideal..
Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 03:43:51 PM
here is two more.. one win condition in this game is the 1st player to reach 120 life... desintegrate works with flickering cause the flickering process continues if the creature is removed from play... so  on your opp.. turn you have up to 6 flickering creatures ready to defend... and .. interrupt land.. idk i thought it was cool so we added it.

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Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 04:00:36 PM
oh the elipsses thing.. yeah i have a really.. bad habit of ding that...
Title: Re: New plugin testing
Post by: SugimoriDesu on November 28, 2009, 05:19:12 PM
This seems really disjointed, Howl.

Magic is complex enough without extra zones and a keyword with two different reminder texts and rules sets. If you're going to make something that looks like magic, plays like magic, and feels like magic, then just make this a custom set FOR Magic.

Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 05:50:51 PM
oh.. ok... heh .... well it dsnt play exactly like magic .. simiair in a way .. but not exactly...  the zones dont add to complexity .. it juss seperates.. fliers from reg.. creatures.. and the Concealed creatures... With Keyword (Concealed) from each other.. juss so that confusion doesnt get to anyone
Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 06:01:57 PM
well ...hmm....
Title: Re: New plugin testing
Post by: TheBuck on November 28, 2009, 06:03:28 PM
Ok Howl can you please stop with all the ... ... ...s
2nd I like the fact that you are making you own game but so far based on what I have seen this is nothing more than MTG with diff art.
3) Show us some cards that are not like anything in MTG
Title: Re: New plugin testing
Post by: Howl on November 28, 2009, 07:05:51 PM
that i will do. and its a habit. ther i ddnt do it.
Title: Re: New plugin testing
Post by: SugimoriDesu on November 28, 2009, 08:17:54 PM
Hey, If it's his habit, then it's not his fault that he uses the elipses alot. It is annoying, but if it's a habit, there's not much we can do about it :D

In all truth, i don't see the need for different zones for fliers. That would be like forcing the Japanese self-defense force to fight Godzilla while stuck in a subway without any way to get to the surface: It makes no sense to me. Conceal could be used as another form of evasion (like Flying and Horsemanship).

It's great that you're trying to make your own game, but really, your whole idea is falling a bit short. You'll figure something out, though.
Title: Re: New plugin testing
Post by: SugimoriDesu on November 29, 2009, 04:41:15 PM
Hehehe, Someone who actually found a use for the Purple Template ;D

That, sir, is awesome.

I'm going to beat the dead horse for a second and say that this would be better off as a custom expansion.

/end dead-horse-abuse

I'm not enthused about the usage of Interrupts instead of Instants, since Instants do a hell of a lot better job of things than Interrupts ever did.
Title: Re: New plugin testing
Post by: Howl on November 29, 2009, 04:48:07 PM
i like interrupt cause of the star wars game(Decipher) and.. the things able to go with them. Starting.. Lost and etc.

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Title: Re: New plugin testing
Post by: Alastair on November 29, 2009, 05:26:52 PM
interrupt was a mechanic in Magic long before Star Wars came along. Granted, in magic they're all called instants now. Time was though that there were interrupts and instants which prompted countless debates, flamewars, etc... over which went off first. ;)
Title: Re: New plugin testing
Post by: Howl on November 29, 2009, 07:16:27 PM
heh ik that...welll... didnt they change it from interrupts to instants cause your supposed to be a wizard battling another wizard and ... interrupts. didnt quiet fit..idk. and it is true magic is pretty much universal.. but not that confusing. and .. thank you all for the .. opinions.. heh . i  was just wondering if anyone was willing to test it out. other than its creators. and hey if no one tried magic out would we have as many games as we do today.. 
Title: Re: New plugin testing
Post by: Tokimo on November 29, 2009, 07:28:31 PM
They merged interrupts and instants into one class. The new instants are closer to interrupts than the old instants.

Instants used to be a queue (First in first out). Instants are now a stack (First in last out). Interrupts were a stack.

The weird thing that I don't really like about stacks for resolution is this: Two pyro decks are facing off against each other. Each is at 2 life and has a lightning bolt in their hands. Each has no creatures, and nothing but an infinite expanse of mountains in their library. Who ever tries to bolt their opponent first will lose. o_O. Weird, huh?

The original queue system IMO was more intuitive for spell effects which didn't target another spell.
Title: Re: New plugin testing
Post by: Howl on November 29, 2009, 07:32:52 PM
heh.. true true. that situation has never happend to me . but .. i wonder what the peoples reactions would be when it occurs.. lol  priceless.. ?so interrupts were faster than instants or no.. ?
Title: Re: New plugin testing
Post by: Tokimo on November 29, 2009, 07:42:24 PM
The simple answer is "Instants are what interrupts were".
Title: Re: New plugin testing
Post by: Howl on November 29, 2009, 09:18:19 PM
ok lol. 
Title: Re: New plugin testing
Post by: SugimoriDesu on November 29, 2009, 11:34:54 PM
Hey, we're just trying to help you get it to where it CAN be tested fairly well. ;D
Title: Re: New plugin testing
Post by: TheBuck on November 29, 2009, 11:48:48 PM
If you want this to be something other than a mtg clone which it always seems to be. I would make the choice right here and now if Inters are faster than Ints.

I do like the use of the Purple Template
Title: Re: New plugin testing
Post by: Howl on November 30, 2009, 02:06:57 PM
there are other colors too lol... like yellow orange.. Brown.. and, Like spectral . and more. to come. and an evolution class kinda like in Duelmasters or a champion in magic but much different in a way.. oh and i wasnt trying to be grump in my previous posts lol... i read them over and they sounded a little ..
Title: Re: New plugin testing
Post by: Howl on November 30, 2009, 02:16:34 PM
well here is the download link. if anyone want to juss see the cards. or test it out... ill be on tonight to play with anyone.. my name on lackey is (your name)

http://www.4shared.com/file/162943185/eb25e0ab/Fantasy_Plugin_Zipped.html
Title: Re: New plugin testing
Post by: Howl on November 30, 2009, 04:26:29 PM
oh and these are the new location card type...  and i will change all location card type to this..

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Title: Re: New plugin testing
Post by: Alastair on November 30, 2009, 04:29:49 PM
You can shrink the download size a good bit by removing the thumb.db files. Windows generates them on its own, there's no need to inflate the package by including em. ;)
Title: Re: New plugin testing
Post by: Tokimo on November 30, 2009, 04:32:48 PM
I would suggest using more magic terminology, or not borrowing magic terminology and symbols. Something about adding 2 blue mana to my recruit counter is very awkward. Same thing with using exhausted as a term while you're using the tap and untap symbols.
Title: Re: New plugin testing
Post by: Howl on November 30, 2009, 04:36:10 PM
oh .. i was not aware of that. thank you. i cant right now though but as soon as i can i will. just the thumb.db files? oh and question. is lackey using the .txt file or the actual file for example i have in my plugin Fantasy and then i have Fantasy.txt do i need both or just one. or does it just not matter .. and yeah i have to edit the image because i changed it to a sideways template and the location need to go from the tap symbol to untapp symbol
Title: Re: New plugin testing
Post by: TheBuck on December 01, 2009, 01:54:19 AM
Ok I like the look for the lands but all this MTG is not helping with the whole "it's more than just MTG" can you show us some cards that are not MTG like?
Title: Re: New plugin testing
Post by: Howl on December 01, 2009, 09:53:12 PM
k.. that i will do...
Title: Re: New plugin testing
Post by: Howl on December 01, 2009, 10:02:50 PM
oh.. one question ... in non magic like do you mean .. that includes symbols and card parts.. right....
Title: Re: New plugin testing
Post by: Tokimo on December 01, 2009, 10:39:53 PM
So far you haven't shown us anything that has gameplay that's fundamentally different from magic. The only thing we've seen so far that's even remotely separate from magic is the locations, but those still play an awful lot like lands.

Are there any changes to the turn structure, or tactical play for example?

To clarify: The game I'm working on, Mahoujo is not Magic. It's got a variety of very non-magic like aspects, like the three 'casters' represented by your heros. The Hero cards are not creatures, they're not planeswalkers (the card type). The thing they're closest to is the player planeswalkers, but even then there are significant differences.
Title: Re: New plugin testing
Post by: SugimoriDesu on December 01, 2009, 11:31:44 PM
Quote from: Tokimo on December 01, 2009, 10:39:53 PM
So far you haven't shown us anything that has gameplay that's fundamentally different from magic. The only thing we've seen so far that's even remotely separate from magic is the locations, but those still play an awful lot like lands.

Quoted for Truth.
Title: Re: New plugin testing
Post by: Cyrus on December 02, 2009, 04:12:45 AM
and having the lands be tapped-looking when they are untapped will only add to the confusion.
Title: Re: New plugin testing
Post by: Howl on December 02, 2009, 05:34:36 PM
k. well i have a new..plan .. i will use some of the new templates.. like the location ones... but.. make custom ones.. that ... arent magic templates.. but that will take awhile to make a new good looking template.. and .. remake all the cards. heh . but .. im up for it.. besides i just turned 16 lol.. what do i have to worry about.