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Messages - Wisp

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CCG Design Forum / Re: Survey: What game do you want play?
« on: August 19, 2013, 06:25:11 PM »
Thanks guys, really helpful information :)

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I found it!

http://www.shadowfist.com/node/3508

Anyone want to play?

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CCG Design Forum / Survey: What game do you want play?
« on: July 27, 2013, 03:58:43 PM »
So, I'd like to do a quick survey about what game you'd like too see made. What would you really like to play? I'll ask some specific questions, but add anything that that you can think of if I haven't mentioned it.

1. Gameplay/interaction style
A) A war based game: you're controlling armies and manoeuvring them strategically. Battles reflect the feel of large scale combat.
B) An espionage game about individual characters interactions with your opponent and their characters. You send your people on 1 person missions.
C) An avatar that directly represents you. The only character/personality is you, and your cards represent the things you do directly; attacks you throw and manoeuvres you make.
D) A non-combat themed game.

2. Setting
What settings seem appealing to you guys?

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CCG Design Forum / Re: Most interesting CCG theme?
« on: May 30, 2013, 05:23:44 AM »
Oh I completely agree!

Could you give me some examples of what you'd like too see in terms of immersive story?

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CCG Design Forum / Re: Most interesting CCG theme?
« on: May 27, 2013, 04:23:35 AM »
A co-op adventure or a competitive one? Could you go into more detail?

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CCG Design Forum / Most interesting CCG theme?
« on: May 26, 2013, 03:19:09 PM »
What sorts of themes make you feel compelled to play a CCG?

What kind of the is most interesting and compelling to play.

The basic part of this question is fantasy vs. sci-fi vs. real world, and all the various permutations thereof.

But I think what might be more important is how the feel of the gameplay reflects the flavour of the game.

For example, a game where each player is a general, controlling his armies. When playing you feel the fact that you are general, sending armies to battlefields.

Or maybe you're an emperor; not only do you have to command an army but you must also make sure your economy is working.

Are you the head of a spy origination. Are you a lone fighter doing in 1on1 combat against an opponent.

One let down of M:tG is that I never felt like I was a wizard battling another wizard (which is the basic theme of the game), I felt like I was just playing cards because that's what the game required of me.

I'd like feedback on what sort of themes you like to play, examples and how the theme ties into game play.

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 15, 2013, 06:23:14 PM »
I was supposed to start procrastinating a little while ago but I haven't got around to it yet...

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 14, 2013, 12:11:56 PM »
Poke

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 12, 2013, 05:38:01 PM »
It seems a little complex. I have a simpler idea but it's probably not quite what you are going for.

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 10, 2013, 04:56:29 PM »
How about each objective is its own location, at which opponents can also go to stop kill your dudes.

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 10, 2013, 10:58:52 AM »
At the start of the turn each player draws X cards and gains Y resources. The each player alternates performing the following actions
-play a card
-dispatch a character or bring a character back to hq
-use a character ability
-score a point
-start a skirmish
When a each player passes successively, a new turn starts.

Having beginning and points means less micromanaging to care of while doing the interactive parts of the gameplay. This still keeps the action-by-action gameplay style.

I'll be available to test often enough,

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 08, 2013, 11:05:24 AM »
I'm not sure, I think it's just a bit alien to me. I can't conceptualise what it should feel like to play.

Part of me thinks it might be a good idea to keep a turn structure, just to make the game more streamlined. Not sure though...

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 08, 2013, 03:11:32 AM »
One simultaneous turns mechanic I developed was the 'Trap' mechanic as a way to make instants fair in this kind of turn format. One of your available action is to "set a trap" which lets you play a card face down for 1 gold. You can later activate it in response to something. This way you have to sacrifice time now (playing a card face down doesn't progress your game) for time later.

Anyway that was just a random idea. You're game is pretty tough for me to get to grips with.

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 07, 2013, 09:03:05 AM »
Instead of turns, actions are taken back and forth one at a time between players. For an action, players may:

This is what I find most interesting right now. I had the idea of simultaneous turns, but this is a very elegant and natural evolution of it. I think any game you make should use this as its basis and be tuned around it, because it is unique and has a large impact of gameplay. The key resource in the game becomes time.

It does make the game harder to learn though...

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CCG Design Forum / Re: New ideas, 2013 edition
« on: April 05, 2013, 06:34:02 AM »
That hurt my brain.

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