- Joined
- Apr 15, 2008
- Messages
- 1,063
I was inspired by the outburst of card games in starcraft and decided to make one on my own. The "background" of the game will be standard AoS (as simple as possible, only towers and units in 3 lanes), with the hero controlled by some generic AI. Player can only affect in which lane the hero will attack. (The AoS and hero AI are basically done by now)
The rules of the card part of the game are simple, obviously every player has his own deck and 5 cards on hand. As long as the player has fewer cards than five, the 10 second "draw timer" is on. That basically means that player recieves a card every ten seconds, but the timer starts when he empties a "slot" in the hand.
Players have one resource, Minerals. The maximum stock of minerals is 5, and they are most commonly generated through mineral fields (units that simply generate a mineral every 20 seconds)
The basic card types so far are Spells (instant effects on battlefield), Spawns (spawn some unit, mostly support units, like resource generators), Items (passive bonuses, limited to slots) and Skills (active, cost energy, AI controls their usage)
I welcome any criticism here (don't hold back, I am not considering this a serious project
) and mostly ideas, I have very little ideas on the cards as well as where the strategic points of this game should be (so far it's card cycling and mineral management (keeping it from overflowing))
The terrain needs some work, I am creating an improved version already, however I have a problem with making bridges work, if anyone knows please tell me.
(The text of the lightning strike card is some rubbish, the real game texts will be simple and informative, like "does 50 damage to single target")
Casting the lighting strike:
(The text of the lightning strike card is some rubbish, the real game texts will be simple and informative, like "does 50 damage to single target")
Casting the lighting strike:
The rules of the card part of the game are simple, obviously every player has his own deck and 5 cards on hand. As long as the player has fewer cards than five, the 10 second "draw timer" is on. That basically means that player recieves a card every ten seconds, but the timer starts when he empties a "slot" in the hand.
Players have one resource, Minerals. The maximum stock of minerals is 5, and they are most commonly generated through mineral fields (units that simply generate a mineral every 20 seconds)
The basic card types so far are Spells (instant effects on battlefield), Spawns (spawn some unit, mostly support units, like resource generators), Items (passive bonuses, limited to slots) and Skills (active, cost energy, AI controls their usage)
I welcome any criticism here (don't hold back, I am not considering this a serious project
