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Messages - Wisp

Pages: [1] 2 3 ... 11
1
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...

2
CCG Design Forum / Re: New ideas, 2013 edition
« on: April 14, 2013, 12:11:56 PM »
Poke

3
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.

4
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.

5
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,

6
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...

7
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.

8
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...

9
CCG Design Forum / Re: New ideas, 2013 edition
« on: April 05, 2013, 06:34:02 AM »
That hurt my brain.

10
CCG Design Forum / Re: New ideas, 2013 edition
« on: April 03, 2013, 12:50:31 PM »
Intuitively, the only thing that seems wrong is that the method of scoring points doesn't rely on interacting with your opponent. It might end up too much like 2 combo decks playing against each other in M:tG...

11
CCG Design Forum / Re: New ideas, 2013 edition
« on: March 28, 2013, 03:19:27 PM »
Give me a gameplay scenario!

12
CCG Design Forum / Re: New ideas, 2013 edition
« on: March 27, 2013, 06:33:22 PM »
(especially if you are Wisp).

Ain't no thang.

The rest of what you wrote

Well it's always hard to critique ideas in this form, but I'll start my formalising what I understood in terms of flavour.

You go to places/fullfill agendas using Influential Diplomats. Once you do enough influencing, you rule the world! You can foil other players diplomacy by out influencing them, or straight up assassinate their more influential characters. You'll probably want to send bodyguards to look after your diplomats. And you have people working for you who generate resources for you to spend on your whole venture (and to protect your HQ? Influence?).

Sounds pretty neat. Maybe instead of having particular characters exclusively for a particular purpose (worker, diplomat, assassin etc.) maybe a set of versatile stats that would do different things depending on where they are assigned? (If i assign my diplomat at my HQ we'll generate more resources but them he can't go of and influence things. If I assign my assassin here he can' bodyguard over there etc.)

Whats that sound like?

13
CCG Design Forum / Re: troubling concern...
« on: March 26, 2013, 08:04:11 PM »
It's hard to do. Takes a lot of commitment. Needs play-testers. And it's hard to stay motivated if you're not sure anyone is interested in playing it when you're done.

14
CCG Design Forum / Re: Everwind CCG
« on: December 29, 2012, 08:18:43 PM »
That template is quite incredible

15
Haha. Perfect timing.

I'll get back to you in the next couple of days.

I'm trying to shift the focus of the game towards the ideas that haven't been done as much, really build around things like the simultaneous turn structure. It would be cool to get some idea coming in actually.

I made a good, but unspectacular mesh of shadowfist and the spoils. It didn't take advantage of its unique mechanics at all :(

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