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D34THROW
Jan 29, 2012

RETAIL RETAIL LISTEN TO ME BITCH ABOUT RETAIL
:rant:
Crossposting from the Game Design megathread for input if any is available, since it's essentially a TCG-esque system right now.

D34THROW posted:

Alright, I've worked out some of the basics of this thing, enough to start a SQLite database and some rudimentary rules and gameplay flow. This may or may not become something more than a digital TCG, I'm picturing more of a Soda-Dungeon meets MtG sort of thing? Dropping the general abstract/flow here for comments and questions.

quote:

Project Caelina is the working name of a digital trading card game being developed by BlackRed Studios. It is based on a system wherein hero cards use equipment to attack the opponent's heroes and then commander, reducing their influence to zero in order to win the match.

Warrior-type heroes are equipped with some combination of weapons and shields - either a "two-handed" weapon, a "one-handed" weapon and a shield, or two "one-handed" weapons. Wizard-type heroes are equipped with a staff and one to three spells that require a certain amount of mana (of either fire, water, earth, air, light, or dark varieties)* to cast.

Each hero's core statistics include power (for warriors) or mana (for wizards), alignment, a description, and possibly a special effect. They cost gold to summon, which is earned through income from commanders and stored in the player's bank. Each hero also has incidental statistics, which include a hero's number, height, weight, and age. These are exclusively for flavor text - they do not affect gameplay in any way.

Game/Turn Flow

Play begins with each player shuffling their commander deck, then drawing four cards and selecting one to be their commander for the duration of the game. Once the commander is drawn and in play, the Recruiter, Armory, and Tower decks are shuffled and placed facedown.

Play then proceeds as follows:

1) During the initial phase - the recruiting phase, the player can play a hero card or defer if they already have six heroes in play, or do not wish to play a hero at that time.

2) During the equipping phase, the player fills any vacant equipment slots on their cards, both newly played and recently disarmed characters.

3) During the magical phase, wizard cards utilize one equipped spell each.

4) During the physical phase, warrior cards utilize their equipped weapons and any relevant effects.

5) During the draw phase, the player draws back up to three cards each from their Recruiter, Armory, and Tower deck, for a total of nine base cards plus any cards drawn as the result of spell effects, up to a maximum of twelve cards.

Play continues in this manner until one commander's influence is reduced to zero, or until a player's Recruiter deck is exhausted and they can no longer play new heroes.

Possible Revisions

* Considering a change from English to Latin for the mana types (ignis, aqua, terra, caelum, lux, tenebris)

I'm also considering something like ignum/aquum/terrum/caelum/luxum/tenebrum for some sort of additional flavor. Thoughts?

One more question - would it make more sense to have one SQLite database for each type of card or store the type as a field?

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