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Card Strategy Game

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Card Strategy Game
Original Thread

Introduction
This game is basically an RTS based on a Traiding Card Game(similar to BattleForge) in which you build decks to fight against other players to gain levels and other cards.
You fight other players on different battlefields with the Cards of your Deck, but unlike in a TCG you control your summoned creatures (you move with them over the battlefield and so on).
To summon a card or to use special abilities of some of your cards, Energy is required.
Energy is gained through different Generators you can capture with your creatures.
Additional to a unit limit, every creature and construction has it's own limit, so that you can't have an unlimited number of units
on the battlefield at once.

To win a battle, you have to destroy all enemy creatures, constructions and Generators.
With each fight you gain money and experience. The money is used to buy boosterpacks, containing new cards you can use in your Decks, and with your experience you gain higher levels/ranks.
Some card packs need a minimum level before you can buy them.


Your Deck
Your Decks consists of up to 25 Cards.
All cards of your Deck will be available from the beginning of each battle, so you don't draw cards in this game,
but their Energy cost, and other conditions will prevent you from playing your best cards right from the beginning.
After playing a card, it will have a cooldown before it can be played again, which is normally about 1 or 2 seconds, but will be longer for spells, artifacts and more powerful cards.
You will be able to design and save up to 4 different deck slots for a quick change of strategies between the battles.

Cards
There are 4 different types of cards:
-Creatures
-Constructions
-Spells
-Artifacts

Creatures are fighting on the battlefield, supported by offensive or defensive Constructions.
Also spells will help you to win the battles and Artifacts will make your units stronger or give them
special abilites.


This is an example of how a card will basically look like:
I am a card! said:
attachment.php

Each card belongs to a specific "element" that can be seen at the background color of the card.
The example Zergling has a blue background, so it belongs to the "Control"-element.

All elements as well as rarity marks and Attack range Icons and two other card examples can be seen here:
Examples said:



Energy
In order to play cards, you need Energy.
There are 3 different energy types in this game: "normal" Energy, Life Energy and Decay Energy.


Normal Energy is gained through Energy generators, wich can be found all over the battlefields and is used to play
Destruction, Control and Energy Cards.

Life Energy is gained through the vitality of all your creatures on the battlefield.
Vitality means the amount of units, their health and their power. A creature with full life will generate more life energy than a creature with lower life. Aswell, a powerful creature will create more life energy than a weaker creature.
Life Energy is required to play Life Cards.

Decay Energy: If you have the card "Overcharge" in your Deck, you can play it on Energy Generators, causing them to become radioactive.
They will stop producing Normal Energy and start producing Decay Energy instead.
With the energy of this generators you can play Nature and Chaos Cards.
You may also turn the Decay Generators back to normal Generators using the card "Short-Circuit".



Features

- tradeable cards
- buyable boosters
- custom UIs for Menus and Battle
- Custom Achievements that grant you extra Cards that you won't find in Packs.
- A lot of different cards and boosters!
- Various Battlefields & Single Player Missions
- 1vs1, 2vs2, 3v3 and eventually 2v2v2 matches


I am Looking for Project Team Members!

- 2D Artists (Card Artworks etc.)
- Idea Creators (Units, Abilities, ... )
- Terrainer
- Eventually Modeler
 

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Level 40
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Dec 14, 2005
Messages
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I understand what you're going for, but the big issues seem to be that (and I will use Magic for my examples, because it's probably the best CG out there right now)

  • It will likely either be too slow to be fun or too fast to use anything other than creatures. People generally expect computer games to move at a faster pace than physical games.
  • If you do incorporate powerful spells so as to allow strategies other than aggro, you will likely end up with ridiculous combo decks as there is no concept of a limited card pool. Powerful utility spells tend to make strong combos, and without powerful utility spells aggro dominates (which is lame from an interest standpoint).
  • The lack of a hand also directly encourages aggro, since making control (such as a counterspell-style card) is just unfeasible when they have a semi-unlimited number of them (imagine 2 energy generators, 1 zergling, and 22 counterspells or kill spells--it would be by definition impossible to beat such a deck with aggro).
  • If archetypes ever emerged, the lack of a hand makes mirror matches stale.
  • The lack of a hand means strategy is very linear and games are carbon copies of one another. It stops being fun and starts being formula solving.
  • Make it a free game, and drop the trading thing. People won't want to pay for it (since there are better designed and more popular TCGs already, not to mention that they are physical), and free games are cool. I guess you could still incorporate trading if you had lots of achievement cards (provided that they allowed you to vary your deck, but were not overpowered, hence turning off new players).

So basically, the lack of a hand and the lack of any other archetypes than "play stuff that shoots stuff" turn me off.

--

On an unrelated note, your probe says 8 on the card but you say <6 probes, and your probe says 100 life on the card but you say 180 (both in the translation).
 
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