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Messages - nickyinprogress

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1
CCG Design Forum / Re: Everwind CCG
« on: December 27, 2012, 07:36:26 AM »
Having trouble imagining the gameplay here, friend. Could you explain?

Oh and there's no need to increase the font size, it feels just right, though the image size could be increased.

2
CCG Design Forum / Re: Star Lords
« on: December 01, 2012, 09:37:21 PM »
Love how it's not another game about something fighting head on with something, the use of aerial maneuvers and tactics could be a very interesting gameplay mechanic.

The rest of my comments however, are similar to ones that've been said.

1. The card template. Other than the ones already said, think of the card like a poster. You need a hierarchy of information. More important info has to stand out. e.g. Reduce space taken up by title, blow up the technical statistics, keep flavor small and minimal. People play it for the game, not the flavor, despite it (imo) being the most fun part of making a game.

2. Current attributes seem... scary. Focus on the best thing you have. Your game could easily be viable with just a speed and attack stat. Just think of a real pilot and what attributes he needs to track. The whole game could be just about balancing stats for the optimal strategy.

3
Specified right & half cards are a must, due to aesthetic reasons (and hey I'm a designer first, game-maker second. It has to look good as much as it plays good).

As for highlighted stats, I want total freedom to the player, though that doesn't mean the idea of using one half for defense and one for attack is a bad one. Again, that depends on testing, and guys I can't say how sorry I am but I can't do this very quickly. Thing is, it's a side project. I've got 3D to study and a game to code, so this one's on queue. I do have a quick card list for the first testing, just haven't done it yet.

It will be done though, just be patient guys :D

4
CCG Design Forum / Re: Video Games
« on: June 28, 2012, 11:25:57 PM »
As in cel shaded 3D? I thought you were doing 2D

Cel shading is a unique look, but as for yes or no it comes down to taste. People could tell you what is good and what is not, but this is what THEY think is good and not. Do YOU like cel shading?

Me personally, I don't like cel shading, at least not the ones I've seen so far.

5
Meaning there's an Attack half and a Defense half right? I could try that out real quick, however I see an issue with this right away: One half's gonna be useless on its own in Defending, the other in Attacking.

A possibility:
The abilities keep it fresh.
You could choose between an Attack half with a Defensive ability or more Attack.
You could choose between a Defense half with an Attack ability or more Defense.

Yet more things to test I suppose. Thanks for the input :D

6
CCG Design Forum / Re: Video Games
« on: June 28, 2012, 01:17:52 PM »
Well then if you want that, than here are some pros and cons:

3D
(+) Will look amazing
(–) IF you're really good at modelling, animating, and really, it's just gonna be tons of work considering there's gonna be lots of cards you need to make models for.

2D
(+) Can still look amazing if done right
(–) Easier & quicker than 3D

7
CCG Design Forum / Re: Video Games
« on: June 28, 2012, 03:51:10 AM »
Being a fan of 2D, the answer is obvious for me.

Besides, there's no need for 3D imo, lots of CCG games in 2D are just as good as 3D counterparts. It's just cosmetic really, just do what you feel like.

8
I want to see combos in the attacks. Like a snearing effect that causes the next one to be a crit (twice damage) that leads to an attack on it, stuff like that. Great work.
Don't know what snearing is but I understand the crit thing.
In combat you place dice on the creature, and after combat all dice are removed. There are effects that let you keep dice, which feels like the crit you said. Another type of crit is from an Ability, such as...

      Ability: Critical Strike
      [6] Inflict an extra 2 unblockable damage to the target.

      As mentioned before, combine this with another Trigger 6 ability to get a super powerful critical hit, or a different number Trigger to get a better chance for at least one of em' triggering.

You might incorporate the idea of instability with certain creatures. Like firstborn does not mesh well with alchemical creatures or something of that sort. You can also use the unstable element to prevent abuses in power like preventing you from combining a really high powered ranged card with a high powered flying card or something like that.

Instability will be tested later when I have lots of cards to decide between 'every creature has a different bad pairing' or a universal bad pairing (e.g. all Mechanical is bad with Biological, and so on)

As for a flying-ranged combination, here's something I never mentioned. The MTG-style evasion of flying creatures only apply when it's a flying-flying combination (two flying halves). Normally, only rolls of 2 or lower count a miss. Against flying-flying, you absolutely can't attack it unless you're flying, ranged, etc. Against flying-not flying (I call it 'Limited Flight'), rolls of 3 or lower count as a miss (unless you're flying, ranged, etc).
Since flying is often less powerful, choosing a flying-flying combination means sacrificing power for evasion.

If you are going to include the dice rolls at all I think there should be an element of failure. I think failure on a 1 or 2 is reasonable (66%), failure on a 1 makes your success very probable (85% chance). Having dice when your creatures have no triggers and no chance of missing seems silly, so If there will be no element of failure you shouldn't need to roll either.

Seems like you have a full toolkit and a handle on the mechanics. Sounds like it's time to make some rough prototypes.
Dice rolls noted, though a gut feeling tells me I either need to make it 84% instead of 66% or boost the average attack of creatures.

As for prototypes, doing it now with quick progress. Here's some abilities I've made:

      Ability: Self-Destruct
      (2) You may discard [this] to inflict 5 damage to an opposing Structure or Base. Reduce this damage for every creature on the opposing field.

      Low cost creature, useless in battle, but use this to get early hits on the Base (the deck) to cripple opponents early. Useless in late-game cause damage is reduced by creatures on the field.

      Ability: Booster Impact
      (X) Before [this] rolls for combat, you may spend up to 3 Power to add that many dice to [this].

      Medium cost creature, mediocre stats but can be improved by spending even more Power. Gets its full potential when paired with a quick Power generating strategy.

      Ability: Momentum
      [3] You may keep 1 die for each [3] on [this] instead of removing it after combat.

      Minor ability, but can still be mildly helpful. Note that with a trigger of 3, this will never activate against a creature with Limited Flight or other evasive creatures.

Speaking of minor abilities, I also want to tell you all about how I decide the costs for creature cards. The formula is Attack + Defense + Ability Value, simple as that. Meh abilities are 0, really good ones could be 2, and abilities that actually penalize you could be -2. Having flying, ranged, etc can also increase Ability Value.

Note that
(n) means spending Power = n to activate
[n] means activating only when there's a result of n on any dice on the combat roll
[this] means the name of that creature

9
Yes, any card can be resource, though there won't be any special cards that are worth more. There are however going to be buildings that may be "tapped" as resource (though not as resource to build other buildings).

Hits and misses are totally gone now. All results count as a hit unless otherwise stated. The use for die now are in the Triggers. In a battle where no monster has triggers though, it becomes awkward (you roll where the result changes nothing), which is why I'm considering a result of 1 (instead of 1 or 2) to be a total miss. MATH TIME! With an average of 2 total Attack on even the lowest level monster, you have a huge chance on at least 1 hit (chance to two 1s on both rolls is 2%)

With the new theme, I'm trying to avoid the elements (Fire, Water, etc). Was considering Mechanical, Biological and Alchemical (copying Monster Lab, a Wii game). There will be Flying, Ranged, Reach, etc like MTG, so that's another element that can be rewarded. What else though? So far, we reward:
1. Combining different Trigger values
2. (Maybe) Combining different elements (Mechanical, etc)
3. Combining Flying, Ranged, etc
4. (Small maybe) Combining extra traits like Tentacled, Clawed, etc

Finally, better wording is noted (That example was just quickly made)

10
CCG Design Forum / Re: System: The Customisable Hacker Card Game!
« on: June 22, 2012, 01:57:47 AM »
Super amazing! I would play this alright :D

Card style is superb, I'd love to get my hands on editing in one day, though with this schedule and my own CCG that's pretty much impossible. I'll follow this though.

11
I actually fixed those issues already, sorry I didn't find the time. Now I do :D

The new resource system:
As suggested, having only being able to bring out powerful cards late-game (as I've realized now) is bad. But to keep the idea of level-up powerups, here's the new system.

You have the option of putting a card from your hand to the resource pile. Cards have a play cost, and is paid through that resource. It's replenished every turn. Ergo, it's basically MTG's Lands system without colors and resource card types.

HOWEVER, you can permanently use a resource (i.e. it won't be replenished next turn) to build a building, the powerups. E.g. you have 5 resources, meaning each turn you can play cards with a combined cost of up to 5. But, if you build a "Sentry Tower. Build Cost: 3. +1 attack to one creature of your choice every turn", you'll get its benefits throughout the game but now only have 2 resources remaining (the 3 is placed under the Sentry Tower, basically out of play).

The new combat system:
1. Pick a target, attack with as many Attackers as you want.
2. Going one-by-one per Attacker (if it's a group attack), place dice on top of that card = Attack value.
3. Opponent removes dice from attackers = target's Defense value. If it's a group attack, opponent may choose whose to take
4. Attacker rolls remaining die one-by-one per Attacker, to check their individual rolls for Triggers. Apply effect of Trigger if any, then move on to next Attacker if any. ALL die rolls count as hits, not misses this time.

What is a Trigger?
Lots of abilities in combat involve Triggers. Let's say you roll 2 dice to attack, resulting in a 3 and 4. That should do 2 damage, but your ability says "Trigger 4. +2 attack". You have at least one 4 in your rolls, meaning that ability triggers, causing 4 damage instead.

Note that some Triggers are bad for you (e.g. misses), some may say "Trigger 4 OR 3", some even "Trigger 4 AND 3". Some may have several Triggers, e.g. a Flamethrower ability is "Trigger 4. +1 Attack. Trigger 3. Burn target", meaning the example roll will net an attack boost AND a burn.

There was a suggestion on rewarding combinations, like "no penalties when paired with a Level 1". I'd thought of that, such as giving creatures traits (Attacks with teeth, claws, tentacles, is flying, etc) and rewarding combinations through abilities (e.g. If paired with something with claws, +2 attack). This adds yet more mechanics to the game.

Using Triggers means I'll be using the already implemented dice rolling. Your strategies in combos comes down to this: You roll a 4, 5 and 6. Creature half A's ability is a Trigger 4, and its attached half B is a Trigger 3. That means you only get A's ability to trigger. BUT, if both halves are Trigger 4, that two abilities happen.

It's a choice between versatility and safety (e.g. If A's doesn't trigger, B's may trigger) and sheer force through luck (e.g. when you get lucky, both A's and B's will trigger at the same time).

I hope it's an adequate replacement for "rewards through certain combinations"

Possible rule on defending against group attacks:
Possibly to avoid shut down of a single target when defending, an additional rule of "remove 1 die from each attacker in group first, THEN remove remaining die for anyone you choose". E.g. A group of 3 has a total of 8 die, 2 die from creature A, 2 from creature B and 4 from C. The defender can remove 4 die, but instead of removing 4 from C, you must first remove 1 from A, 1 from B, 1 from C then the defender's choice

Note
Using the word 'Trigger' just screams 'Japanese CCG' for me XD Small issue though.
Oh and I'd like to remind everyone that it's no longer about gods, I'm returning to my first idea of mad scientists as it's been suggested anyway.

The Story
Ignore this part if you're only interested in the mechanics right now.

You are an evil villain who'd just bought a piece of real estate to build your secret lair & doomsday device. Turns out your neighbor across the road is also a villain trying to do the same thing. Goal of the game? Build your doomsday device before the other villain, ensuring this by destroying the opponent's resources to do so using your minions and inventions.

An apology
I must come off as a "all talk and no action" guy since I have nothing to show for but improving mechanics for weeks now. As I said, uber-busy, and I hope despite this you'll stay tuned for the playtesting (God knows when). Just... expect looooooooooooooong delays before that.

12
Like I said, I was in the mountains for half a week and I've done some thinking (in addition to all the other comments). A few changes:

1. I returned to the original story of Mad Scientists, in which two villains (or villain groups) have moved in next to each other. Obviously, each tries to kill the other.
2. More of an aesthetic change, the level-up powerups become parts of the villain's tower. Same mechanic really, use resources to play it permanently. Perhaps though, separate this into a separate deck.
3. Remove harsh penalty of playing half creatures, but adding rewards to fusing. Lots of effects will trigger at certain combinations

I was thinking way to complicatedly, which is why I barely have any cards for testing. Lemme fix that right now.

EDIT: I forgot to mention. Yes, progress will be slower than a snail's pace. Uber-busy, and I can't show what I already have cause my notes are really messy XD

13
Currently making a test deck (with simple cards and mechanics), but progress will definitely be slow on the count of other actual work to be done and the fact that I just spend 4 nights freezing camping up a mountain.

Because making CCGs are new to me, issues like this don't really come to mind. Never considered the speed of playing strong cards, though that has been fixed. Will tell about it later, right now I gotta sleep and thaw my feet XD

14
CCG Design Forum / Re: Card Game Genres
« on: June 03, 2012, 10:56:40 PM »
From the top of my head, I can name three archetypes by example, though I can only call the first one a genre.

- Deck building games, made popular imo by Dominion where you start with a predetermined hand and manage your way to build the best by buying & selling cards from the middle of the table.
- Games like MTG, where you summon creatures to do your bidding (MTG, Pokemon, Vanguard, etc)
- Fighting game turned card game, where instead of creatures you play moves, as if the player was the creature instead. Made popular imo by Yomi

I'm sure there's more though, there were just on the top of my head.

15
I was struggling with this, especially wanted the name to join up. Unfortunately, I'd have to sacrifice the card art, cause it was losing focus. A shame, but as a designer, this was my design decision.

Combining stats is just through addition. Attack 2 creature + Attack 2 creature is Attack 4. Slowly, the process goes like: See the left half's Attack, see if any effects affect it as a half, put that amount of dice on top and do it on the other. Finally, check if any effects affect it as a whole and add dice to that. Say that it ends with 5 dice? Then roll 5 dice. For defense, no rolls though, so no dice, just count em'. Shouldn't be that hard.

The style will be cute quirky and creepy, yes. Creatures won't be just the typical ones, I'll go insane and make ice cream people, cacti on fire, chinese take out noodle octopi, you get the picture.

The numbers were placeholders really, I really didn't think about what I put on it. Since defense is basically health, a defense of 0 means on the next turn he dies. There won't be a lot of defense 0 creatures, but there are some that even utilizes this disadvantage by being a cheap donk. Medium attack, zero cost, zero defense, can't be fused, almost like sending a bomb to be exploded then discarded.

I'm lovin' this feedback, if you have more do tell, I need to know people's concerns to fix this.
As I said, this was primarily for me making card designs & illustrations, BUT it'd be worth ten times more if it's playable, and a longshot but possible HUNDRED times better if I sell it.

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