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Messages - shinfitz

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CCG Design Forum / Re: Shared Mana / worldbuilding CCG challenge
« on: February 05, 2019, 10:44:18 AM »
To address your questions:

1. I really like the shared resource system! I think it's a fresh take on the concept, and having different colors will encourage people to at least play SOME location cards since they might be locked out color wise.
The real success of this system will be how cards are costed. If everything just costs their own color, then the entire mechanic might as well be how it is in Magic. (For example if all blue cards cost only blue mana.)

2. I don't see anything wrong with the Pokemon-like victory condition, though I always felt that the losing player should draw the card. Having the winning player draw the card allows for a more lopsided experience.
Trying to stay away from battles yet not have a two player solitaire game is difficult. So many games use the "me vs you" concept because it forces the players to interact with each other.
This type of concept also allows for players to advance the game without specific card effects. For example, players don't need a card that states "deal X damage to the opponent" the way you might need an effect that states "unlock a secret".
In war like games, the game draws to a conclusion with just the mechanics of the game, which are tied to attacking most of the time.

There's an old game called Ani-Mayhem that had a bunch of anime properties as characters. The point wasn't to fight each other but to build a map and get to the end of the map before your opponent could.
Along the way one could disrupt the opponent by putting obstacles in their path to slow them down or prevent them from moving forward. This made players want to continue to build their resources since they could play stronger obstacles to block the opponent as well as play more powerful characters that could overcome the foes obstacles.

That might be an idea you can incorporate.

Whatever you decide, I think it's key that unlocking secrets should be inherit to the mechanics of the game and not card effects.
Perhaps spirits have a number on them, meaning once they have moved through that many worlds a secret is unlocked, and the opponents obstacles can prevent them from advancing if they are not powerful enough to overcome it.

Maybe the quest idea can be those obstacles, and overcoming it is tied to something other than battle like having a certain amount of cards in your hand, or the spirit having a certain amount of strength, or being able to discard a certain amount of cards from your hand with an odd cost, etc.

I hope some of my suggestions sparked something for you to finish this game (see what I did there?).
I think you have a really cool concept here and can be something special if some of the little details are ironed out.

Best of luck!

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General Discussion Forum / Re: Updated video tutorials for LackeyCCG
« on: December 22, 2015, 05:50:06 PM »
This may sound like I live under a rock, but I'm still somewhat lost when it comes to creating a plugin and auto update url's.

By any chance is there a step by step for creating a plug in?

Many thanks in advance!

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