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Messages - 3XXXDDD

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1
CCG Design Forum / Re: Polishing Card Design - Criticisim required
« on: September 19, 2014, 10:35:56 AM »
Not adding any more races at the moment. Budget can't afford it.

Also, don't know why imgur is doing what it is doing, but this should be what the card looks like.


2
CCG Design Forum / Polishing Card Design - Criticisim required
« on: September 17, 2014, 08:21:49 PM »
Debated posting this in the Graphics Forum but well, here it is in CCG forum anyway.

Alright. I have just sent my artist the last concepts for my game's illustration, so I should really get to work on fixing up my graphic design but before I go searching for them, I need some ideas.

For reference here are the

Rules:
http://pastebin.com/fWhMK4MM

And

Icons:
http://i.imgur.com/ngiwiq6.jpg

And

Skill Card Template (so far)
http://i.imgur.com/uhSSVH8.jpg

Here are my questions and concerns so far.

Section A:
The Blue Part of the card is the "Cooled" section. However in order to make it easier for the colorblind players or otherwise, I choose to have a shape around all the Cooling Numbers. It isn't present in the card but the shape around the Cooled Number would actually be a different shape. I have a few questions concerning this:

1) Font of the Cooling Numbers. I don't like the current font all that much, I think it could be improved somehow.

2) Should all of the Numbers have a Shape or should that be reserved specifically for the Cooling Number to mark it special (or the other way around where it is the only not in a shape). If so what shape, (don't reply to this point until you read a point about effect boxes below)

3) Similarly, I was considering removing the Cooled Number to make it obvious there isn't any waiting time anymore but this might become a problem in the rules with writing on how to place that card without something as simple as "Place the card in the cooling zone so that 1 is in the top-right corner"

Section B:

There are a lot of symbols in use here. You can see the Minotaur Race symbol above 1 and the Speed Symbol (again, which might be replaced by numbers rather than RPS) in the opposite corner. They are currently not in a very good position.

1) I'm wondering if you have any better ideas than my main ideas which are:

Either lining them up near the ability boxes on the left but they seem to have that side crowded as already is.

The other idea is an extension of Section A 3) where I'd remove the Cooled Number and replace it with the Race Symbol and maybe Speed Symbol (if I kept it to RPS because otherwise the Number would just look weird and might confuse others as to what the Cool Order is).

(For the record, ignore the Copyright and Illus lines. They're just badly aligned and I'll fix that)

2) My next question is about the effect boxes. I haven't rewritten the rules for this but I'd like to make the boxes themselves mean different things depending on shape. In this case, the boxes would choose the target. Circle would mean Self, Square would mean Opponent, Triangle would mean Ally (maybe if I ever introduced abilities specific to Tag Battles) and Diamond would be everybody. (I think it could work as long the skill itself also had 1v1 Application) or Ally would default to Self in 1V1

These are just examples. My main question is what shapes do you think communicate the following words best: Self, Opponent, Ally, Everybody (and maybe Ally Group for "Cure All" like skills or Enemy Group for Hitting all Opponents).

3) Do you think all of these icons are suitable or do you think they're could be better variations? And where should the numerical values lie, centered on the symbol itself like they are now OR aligned to the bottom-right corner of them like many other games.

4) I was considering color-coding the abilities to determine if they are positive or negative effects (Like 2 Green Heart Circle to say "Your Avatar gains 2 life" or 2 Red Heart Square" to say "Take 2 Life from your opponent". Even if I were to do this, I'm not sure it should extend into damaging effects which might be better staying black altogether.

I think that's all of the relevant questions I have now. If you can help me with this or think of anything else that I should consider which isn't listed here, I would very much appreciate it.

3
CCG Design Forum / Re: Legends of Combat: Deck Breaker (C3G)
« on: August 23, 2014, 08:28:16 PM »
I like the look of this but two things:

Don't over-flavor your Terminology. Netrunner does this and it pays for it. Especially when your flavor is just the technical term in a different language (like Sapoto for Support, just call it Support).

Secondly, make a quickstart guide (or link to an already existing one).

4
Reactions do react to specific effects.

You might be right. What I wanted to do was keep "Actions" only applicable to your own Action Phase. Not to your combat phase. What I could possibly do, is remove phases (or at least that Action during Action Phase only limitation) and allow the attacking player Creatures be Actions that have to meet a condition before they're activated.

Eg.

Creature X Attacks  (During this turn, if this creature destroyed another creature by battle, you may) & destroys Creature Y (When this card is destroyed as a result of battle, by your Opponent, you can do stuff).

The Action is the defeat of the Monster by the Turn Player
The defeated Monsters trigger as a reaction during the same time (and the opponent can trigger any other of his reactions that meet timing there)
You go back and forth like any response.

Afterwards, when finished, the turn player now has priority back and may choose to use his Creature's Action Effect (if it is still on the field) because it has met its prerequirments.

5
After much consideration, I have come to a conclusion on how to handle effect resolution but battle catches me off guard.

There are three types of effects: Action (which can only be activated during your turn while nothing else is going on), Reaction (can only be activated in response to an opponent's action) and inaction (just an effect that is constantly applied).

When the Turn Player resolves an Action (Plays a Creature, Declares an Attack, Resolved an Effect), the Opponent may play any number of reaction effects in response (as long as their timing is met) and may resolve them in any order he chooses. All of these are considered to be resolved simultaneously.

Next the Turn Player may respond to any of the effects resolved by his opponent with his own reaction effects. He can respond to any and up to all effects resolved by his opponent with any amount of his own reactions, once again choosing their order of resolution.

This back and forth continues until one decides to stop responding. (Also, you cannot respond to your actions).

E.g.

Turn Player plays a Creature

Opponent responds with "Pit" (When a Creature is played, destroy it) and "Mirror" (When a Creature is played, play a Creature from your deck).

Turn Player responds with Recover (When a Creature is destroyed, play it) and "Pit" (When a Creature is played, destroy it).

Ending result is Turn Player still has his Creature and the Opponent no longer has his.

That's the system for the most part and honestly, I'm quite satisfied with it. However, it becomes a bit more complicated when we come to effects that state things like "When this creature destroys a creature by battle, you may do X" and "When this creature is destroyed by battle, you may do Y". The problem here is that both effects have the same timing, so technically, as a literal interpretation of the system means both players can respond at the same time and well that just isn't going to work. I have considered some solutions though and just wondering if people had any comments about them or suggestions for a better way to handle this.

1) Don't make Creature effects that trigger by battle.

2) Exclude all effects, other than the participating creatures, in the battle.

3) Apply Bias to one side. Either have no effects that trigger "By battle" for the attacking player OR have no effects that trigger "By battle" for the defending player

4) Create Sub-Steps that determine that the Turn Player gets to trigger his effect first (and allow a response chain to happen) before even beginning to resolve the defending Player's Creature effect.

5) Separate the effects somewhat and give them a Speed Tier. There are three "triggers":

Reverse (flipped face up): Is the first to trigger in a battle.

Defeat: Defeat is after the attacking Player successfully wins a battle but is before that Creature is sent to the discard pile. It is always an effect of the attacking player, never the defending player and is the second to trigger in a battle.

By Battle*: Always a defending Creature's trigger. This triggers once the card is in the discard pile. Always the last to trigger in this tier system.

*I might change the name to something thematic like "Bury" because "By battle" might be easily confused with Defeat(ed).

Any preferences or suggestions?

Any and all help appreciated!

6
I got your message. I sent you an e-mail. I could be interested if this actually goes somewhere.

7
CCG Design Forum / Re: Damages as Resources
« on: September 29, 2013, 02:39:34 PM »
Might I ask what was your original idea that you think wouldn't work?

8
Plugins & Plugin Creation Forum / Re: Hearthstone Plugin
« on: August 30, 2013, 07:06:05 PM »
I'd suggest only zipping the plugin.

9
CCG Design Forum / Dizzy Dancing
« on: August 30, 2013, 02:55:26 PM »
An Idea for a small tile based game I had that might actually end up being lots of fun because it is so freaking insane.

Objective

Dizzy your Opponent's Characters by throwing them until they all faint by reducing their endurance to 0.

Components

3x4 (12 Tiled) Grid

6 Character Tiles

Note: Component's may be increased for additional mayhem. What is listed above is the suggested minium.

Card Anatomy

    Name – The name of the card.

    Range – A Character's Range is the total amount of squares a Character is allowed to pass while spinning/throwing (Range is from 1-9 and includes the tiles that are diagonal to your Character) before needing to let a character down.

    Endurance – Endurance is how much dizziness a Character can take until fainting

    Catch – If the active Character's “Catch” aligns with a inactive Character's “Caught”; The active Character can now throw the “Caught” inactive Character up to their maximum range. A Character's “Catch” is represented by a X.

    Caught – Represented by an O. See “Catch” for more information.

Set Up

Flip a coin or roll a die to see who will be going first; each player, starting with the player going second, in turns, place their Characters face-down on the tiled grid. Once placed, all Character's are flipped face-up. Additionally, when setting up tiles, choose which direction is North and add East, South and West in their standard order following North. This is due to the fact that some Character skills will reference the aforementioned directions.

Turn Order

Move

When your turn starts you may select a Character and have it perform one of three actions

    Turn – You may turn your Character 90 degrees either left or right

    Move – You may move your Character to the tile it is facing (the tile that touches the top of a Character is the tile that Character is facing). When moving a Character, you may turn it 90 degrees left or right EITHER before OR after you move it.

    You also have the option of not moving any of your Character's at all.

Throw

If after moving, your Character's catch ( X ) is now adjacent to an inactive Character's caught ( O ), you may throw that inactive Character in either direction* through a number of tiles equal to or less than your Character's Range.

*If you turned and didn't move OR turned after moving, your Character must keep turning that way for their throw this turn. If you moved or turned a Character this turn, you can only throw with that Character this turn.

You can only throw a Character in the 9 Squares surrounding your Character and only in a circular motion (unless otherwise stated by an Character's skill). If a thrown Character is circling off the board (I.e your inactive Character was right at the edge of the tiles), it continues being thrown on the other edge of the board until, if it does, comes back to the original edge of the board.

Damage Sub-Step

When a Character is being thrown, it loses 1 Endurance per square it passes.

If a Character comes in contact with another Character while being thrown; It receives 1 damage in addition to the damage it got from passing that square. The Character it encountered also takes 1 damage. The Character that was encountered during the throw, is now also a part of the throw except it is always one tile in front of the previous Character, other than that, it suffers 1 damage from the typical method of passing 1 square.

While throwing two Characters, if they encounter a third Character, the original Character now takes an additional 2 Damage (one for each Character in front, including the newly encountered card), the Character in the front takes an additional 1 Damage. The newly encountered Character also takes 1 additional damage and now is a part of the throw, just one tile ahead of the previous Character. This happens for every additional Character encountered in the throw.

When a Character takes more damage than endurance they have, they faint. Fainted Characters can't move or throw as active Characters, they may however still be thrown by other active Characters.

Additionally, some tiles might also have “Caughts” and may be thrown. They follow all the rules of being an inactive character except endurance (where they don't have any). I'd suggest leaving adding those in for expert level games.

Victory

You win the game, when you control the last standing Characters, while it is deemed impossible for any additional dizziness to be inflicted on any Character.

10
I'd suggest reading his post again. Everything is explained there.

11
Plugins & Plugin Creation Forum / Re: Taking Requests
« on: August 30, 2013, 11:41:00 AM »
The Deckbuilder by Malcom X or a personal project of yours?

I need more information.


12
Plugins & Plugin Creation Forum / Shift! (Single Card CCG Plugin)
« on: August 30, 2013, 11:38:29 AM »


Shift is an anime themed card game in which players duel using a single card and some coins. Shift cards have stats and Modifiers on all four sides, called Gears. Each card functions like a deck in a traditional CCG, where each Gear is a separate hand. And much like decks in a CCG, each card rewards different strategies and play styles.

Players take turns attacking or shifting their cards to another Gear. To use a Gear's Modifier, you might have to pay a cost; costs may require flipping a coin, or paying spirit - which is earned by taking damage. The first player to deal six damage to their opponent wins!

I got to say, despite the heavy coin-flipping and that card art being somewhat squashed, I'm actually loving this game. It's nice to have something that can just fit in your wallet too. It's quite refreshing to say the least.

LackeyCCG Plugin

Quote
Notes
Spending Spirit: First click "Heal Damage" then click "Spend Spirit"
Refreshing Spirit: First click "Heal Damage/Refresh Spirit" then click "Deal Damage"
Healing Spent Spirit: Click "Heal Damage/Refresh Spirit". DO NOT CLICK "Heal Damage"
Healing Active Spirit: Click "Heal Damage". DO NOT CLICK "Heal Damage/Refresh Spirit"

Official Rulebook PDF Download Link
Official Playmat PDF Download Link
How to Play Video
Critical Preview

13
CCG Design Forum / Re: Please review my card text!
« on: August 21, 2013, 09:06:39 AM »
FYI, Majority of my game is close to being finished. I'm just waiting for some art/design and printer issues.

  • "If you do" is a redundant addition due to the fact prerequisties are already implied by ":"
  • "If you do" may exist after ":" as an effect if an effect has more than one part and requires earlier parts to be fulfilled before completing later parts
  • "You may" is a redundant addition due to the fact that all effects should be optionally inherently (Mandatory effects are seperated because they start with "You Must".

That's what I've gleaned from your reply Typherion.

Also I've been thinking of just doing this instead

Timing: Cost; Effect instead of [Timing] Cost: Effect. The latter was a bit more unsightly.

14
CCG Design Forum / Re: Please review my card text!
« on: August 21, 2013, 05:35:59 AM »
Not Chimera. This is actually a CCG game in the veins of Yugioh, Magic, Vanguard and so on.

When you saying limit a card to one each are you talking about limiting to one effect per card? (Because it doesn't make sense to limit to a card to one of Timing Activation/Cost/Effect by itself)

15


The earlier version of scripting didn't allow the name of the card to come up in the message area. Any way to change this? I've tested it both with just /cf as well as <s><a>y</a><l>Flip Card</l><f>/cf</f></s>.

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