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CCG Design Forum / Re: Feedback on a CCG (WIP)
« Last post by Nande on November 23, 2014, 07:02:53 PM »
Actually it's a bunch of information. I haven't gotten through all of it yet, sorry.

That's true, sorry for rushing it ^^

I skimmed over the general rules quickly and wanted to leave some quick feedback.

The biggest thing that strikes me is that this could definitely use some simplification. You have 10 (10!) card types right off the bat,
and I'm sure a few of those can be merged. Keep in mind you can keep subtypes, for example having Ability be a subtype of Instant
(Instant - Ability) in order to keep the distinctiveness but make the game simpler.....
Don't wanna quote everything, it's long =)

Thanks for your feedback, just what I need to keep going and improving.
You're right about the card types, 10 is a bit to much and I could probably merge at least one or two, I could rename Ship to
something like Vessel or Craft and add Drone as sub type to it, and same with Condition, have it be, Instant - Condition or Ability - Condition
meaning Condition would be a sub type as well.
Alliance imo doesn't count as a card type in your deck since you atm choose one, and stick with it for that round, it's there to add some distinct
difference between how decks are build since i'm not using different resources doing Aggro deck, late-game decks etc to either focus your deck
or make up for what it lacks.
That would make it 7 Card types, a lot more manageable don't you think?

And on the three battlefields, it's kind of key in my mind since it provides the mobility I wanted to have.

And yes, you're right on the tunnel vision part, that's why I'm reaching out for feedback here :) I'll look over a few of the more "complex"
mechanics and keywords and see if I really need them at the get go, or rework them, although I do want to have some new and odd mechanics
 to make the game different from others, but I might be over board with it atm since you pointed it out.
Lately I've been saving new mechanics I've come up with for a future expansion with a theme to it, or at least make them feel cohesive.

And yes, I want units to be warping around the battlefields :)
But yeah! Awesome feedback, gave me loads to think about thanks mate! Throw me more bones if you got anything else on your mind!
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CCG Design Forum / Re: Feedback on a CCG (WIP)
« Last post by gwago on November 22, 2014, 02:25:13 PM »
I skimmed over the general rules quickly and wanted to leave some quick feedback.

The biggest thing that strikes me is that this could definitely use some simplification. You have 10 (10!) card types right off the bat, and I'm sure a few of those can be merged. Keep in mind you can keep subtypes, for example having Ability be a subtype of Instant (Instant - Ability) in order to keep the distinctiveness but make the game simpler.

The battlefield can be boiled down a bit as well. Unless your system hinges on having all these separate spaces, why not just make front line / rear? You can still seperate your attackers from your home base this way. That said, I do like the general system and think there's a lot of potential in it. I'd urge you to check out the Mechwarrior CCG published by Wizards in the 90s, as it has a similar system and could give you some inspiration.

The subject matter is interesting, and I can see you're very involved in this game. The problem is however is that that generally leads to tunnel vision, where you end up cramming as many ideas as you can. I know Ive gone down that path a few times! What I've learned is to try an experiment: try to simplify the game as much as you can, even if it means sacrificing aspects you hold dear. From there you'll have the bare bones and you can add back in anything you really want to see, but it'll help you see what you can do without. As it is now, the game seems overly and needlessly dense, and you could have the same game experience with half the moving parts.

For example, while making your first cards try to make them as vanilla as possible. Keep their abilities on the shelf, but simplifying things will help shape the system before you add the flavour.

Like I've mentioned, you're off to a good start, and the field system has a lot of potential, especially if you intend to have units quickly warp around it. Good luck!
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CCG Design Forum / Re: Feedback on a CCG (WIP)
« Last post by Dan55 on November 22, 2014, 12:19:15 PM »
Actually it's a bunch of information. I haven't gotten through all of it yet, sorry.
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CCG Design Forum / Re: Feedback on a CCG (WIP)
« Last post by Nande on November 22, 2014, 04:33:37 AM »
Just wanted to add that any form of constructive feedback is appreciated, even if its just, I don't like it for X reason or like it for Y reason, as long as you guys say something, i'm happy :)
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Plugins & Plugin Creation Forum / Cardfight Vanguard Plugin?
« Last post by Ascott29 on November 20, 2014, 07:53:38 PM »
Will a new one ever come out or one of the old ones updated? I'd do that myself but I'm too busy :/
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Tabletop Games Forum / ROOT\G: your next strategy tabletop game!
« Last post by keffepi on November 20, 2014, 05:17:45 AM »
Hi everybody!
We launch this kickstarter yesterday, if you want ot take a look and give your feedback will be great.
Comments and critics are always usefull
thank you!



some info:
n R.O.O.T.\G: tile based game two or three players compete to reassemble the electronic board of the ancient Cube. Players place tiles in turns and build up circuits trying to reach their secret objective. Each tile may modify the speed of each player and may turn the tide. Only a perfect balance of strategy, creativity, foresight and promptness will allow you to catch the perfect timing to beat your opponents!

Link: https://www.kickstarter.com/projects/4thwar/4th-war-present-root-g-your-next-strategy-boardgam

thank you for the support!
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Plugins & Plugin Creation Forum / Script Help
« Last post by Crionos on November 19, 2014, 08:15:05 AM »
Hey guys, I'm trying to write a script that will create a button below the main play window called "attack." When this button is clicked it should rotate the selected card 45 degrees to the right. I have tried coding it at follows, but a button does not appear on the window.

<cardfunction><label>Attack</label><kind>MAKERIGHT45DEGREES</kind><includeasbutton>yes</includeasbutton></cardfunction>

Finally,

I've tried to add entries into my carddata.txt file for Type: Token.  This does not seem to give me an option for spawning token cards in the game and just gives a standard card entry in the deck editor.  Can you please advise what needs to happen inorder to spawn tokens into the game?
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CCG Design Forum / Feedback on a CCG (WIP)
« Last post by Nande on November 17, 2014, 01:55:12 PM »
Hai there.
wall of text incoming

I just wanted to drop by and fish for some feedback on CCG i've been working on for a few weeks on and off.

SKIP THIS UNLESS YOU WANT SOME STORY HOW THIS CAME TO BE  :)

The back story behind all of this would be that I've been working on a Sci-fi game idea for quite a while as well with a player driven economy
(EvE online and Terraria was a big inspiration, think of it as a what Terraria is to Minecraft, and This game would be to EvE Online, funky, fast paced etc).
So one day I decided to play Final Fantasy 7 again, and quickly ran into the card game in there again, and thought it would be neat to have a Card game inside
that sci-fi game I've been working on, which drew inspiration from the player base and what happened in the universe to develop the card game further.
Wont go much more onto details on that game idea, but you get the drift I hope.

START HERE IF YOU SKIPPED  :)


This is my first try on making any type of card game and i'm heavily inspired by M:tG, so have that in mind.
It's another Sci-fi CCG, wooh. :o

I'll do a short breakdown on how the game would be played, if you want more details, check out the WIP Rule Book.
Goal is to destroy your opponents Space station aka the player. It has 30 hull(life).
Units have three stats, Attack, Shield and Hull.
Shields regenerate at the end of each turn.

The different card types:
Ship                             http://i62.tinypic.com/2r5agxf.jpg
Drone                           http://i57.tinypic.com/2r6cnma.jpg
Building                        http://i60.tinypic.com/2ilk8zk.jpg
Condition                     http://i58.tinypic.com/16hrgqe.jpg
Resource Base             http://i59.tinypic.com/2d9y6gw.jpg
Instant                         http://i62.tinypic.com/dbseqe.jpg
Ability                           http://i59.tinypic.com/10oodww.jpg
Alliance                        http://i57.tinypic.com/2qi42ub.jpg
Commander                 http://i58.tinypic.com/2u95r4g.jpg
Character                     http://i62.tinypic.com/282ffye.jpg

Resources, where your resource units/buildings go, same for Buildings and the Buildings zone.
The twist if you will with the resource mechanic is that atm there's two types of resources which is Metal and AP. M used to construct your units.
You may sell this metal, by marking your RB(Resource base) at the end of your turn, meaning it grants you AP(it's temporary name for now)
on your next turn instead of M(metal).
AP is mainly used to pay for Character, Instant, Condition and Ability cards with a few exceptions, look at it as money.

We got three different 'Battlefields' where you will face your opponents units in battle.
Construction site, is where your new units will spawn in, or rather, get constructed which takes a turn.

Quote
Units in your front field, may attack your opponents front field or Space station.
Ships in your Co-op field may attack buildings and units that are being constructed.
Ships in the Flank field may attack the resource structures and/or the Co-op ships.
^ La rule book.

The reason for more then one battlefield is my RTS gamer background to blame, I want some movement (warp mechanic here) and some means to attack and
defend your resources, which hopefully results in more depths and complexity. We'll see how that pans out.

Board


Once you're out on a battlefield, attacking may begin, you may attack units straight on, or try and surpass them
and target what ever is behind them, Space station if you're in the Front battlefield as an example.
Defending attacks may only be done if one of two conditions are met, your unit has Intercept, or your opponent
is attacking your Space station, Resource Base or any Building.
If the latter is met, you may defend your ie space station and battle that unit. If your opponent attacks one of your
units, you may only defend it if another unit has intercept, and take the original targets place instead and battle the opponents unit.
Both units deal damage at the same time.

I think that might be enough as an OP. Questions are happily answered, and i'll show some more cards later on.
Think I've got about 100 different cards atm and it's growing.
I have only done LIMITED testing with 2 decks I've printed out, and that was with only the one 'Front' battlefield, so it's really Alpha
when we tested it, not even the complete deal if you know what I mean.

Also, if someone has the know hows and the free time to maybe get a rough beta working on Lackey, that would be sick. I sadly
don't have the time to learn how to make the module/mod and then do it :(


Sample of some of the early Ship alpha/beta cards I printed way back. http://i57.tinypic.com/rrkzr8.jpg
Some editing have been done on them since then.



Rule book.
https://docs.google.com/document/d/1gNXuirBC-vWLZIdCJNZurInRwNtvONjQ3FzGNf_PLa4/edit?usp=sharing

Keywords.
https://docs.google.com/document/d/1Klfu8HXRt2lSFCnw78qNxTuJVd2Ft2D6kqGc76D4qT4/edit?usp=sharing

Disclamer, I don't own the ART, it's borrowed until if this project takes of the ground at any point!

Aight, thanks for me!
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Plugins & Plugin Creation Forum / Re: A Game of Thrones LCG
« Last post by DarkJodo on November 17, 2014, 07:39:13 AM »
With the help of Jerod_tb I was able to get the Game of Thrones plugin up and running. You can find the updatelist here:

http://gameofthroneslcg.square7.ch/updatelist.txt

I've tested it on PC, Mac and iPad now, and everything seems to be running smoothly. Let me know of any changes that should be made (I am sure there are a few). Thanks and enjoy!
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Plugins & Plugin Creation Forum / Re: Plugin Update List locations 5/20/2014
« Last post by DarkJodo on November 17, 2014, 07:36:11 AM »
Plugin: A Game of Thrones LCG
Maintainer: DarkJodo
Updatelist: http://gameofthroneslcg.square7.ch/updatelist.txt
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