Jump to content
estriole

'SEMI' CARD game idea (need feedback)

Recommended Posts

i have some concept/idea i would like to make to a game

for the record. I won't make this game NOW. because currently I'm busy at work.

but I will create the components needed in my spare time (scripts, graphics, etc). and when i'm not busy anymore will likely go to production.

 

so i would like to share it here and hoping for constructive feedback.

 

the concept is 'semi' card game. WHY semi? since i just add deck and draw system to the existing side/front battle system

(too lazy to script my own FULL card battle system).

 

1) deck system: player have to setup deck which s/he will bring to battle.

- it consist of 40 cards. (min and max) and 1 Hysteria card (will explained later)

- Common card can have 4 copies in deck

- Uncommon card can have 3 copies in deck

- Rare card can have 2 copies in deck

- Ultra Rare card only can have 1 copies in deck

 

2) card will be separated to few type:

- Summon card: will add actor to battle. that actor will have AUTO BATTLE status. and they have different ATTACK SKILL ID

(yanfly weapon attack replace script maybe)

usage: use the card, the actor summoned and enter battle, some of them start with summoning sickness state (stun 1 turn) except one with haste ability. the actor stay until defeated in battle. and each turn they use the SAME skill with random target. (some can attack all, some can heal).

- Enchantment card: can be used on Summoner / Summon to strengthen them.

- Action card: can be used to give one time effect. ranging from direct damage, heal, drawing card, etc.

- Hysteria card: special card that can be drawn infinitely at the cost of summoner HP (differ each Hysteria card).

and CAN only drawn when the deck run out... the HP cost will be subtracted WHEN the card is drawn. not when using it. so AND it can lead to Summoner Death. btw if Summoner die then lose battle.

Hysteria card is also more powerful than regular card.

 

3) Battle concept:

PvE (versus monster)

- at start of battle. player draw 5 cards.

- at start of each turn. player draw 1 card. what happen if the deck run out? draw hysteria card at cost of summoner HP.

in yu gi oh. when we cannot draw card. it's instant game over. i like the concept of deck destruction but in rpg maker battle it would be hard to balance.

 

- player then choose command. Attack, Card

   > Attack: the summoner will Attack personally (still not sure about this)

   > Card: use Summon /  Enhancement / Action / Hysteria card.

   maybe i'll mod the battle system to automatically execute the action inputted.

   also only 1 summon each turn allowed. and maximum having 5 summon active (too much? need feedback)

  > maybe i will add other command. but don't know yet. any suggestion?

 

- after that any summoned being that can act will unleash their skills since they're AUTO BATTLE.

i also will use my EST - ENEMY POSITION script to make sure the enemy / enemy summon cannot attack player summoner when there's summon available (unless they have Direct Attack ability)

also summoned being act order based on speed value (agi).

- at end of turn check player hand. if exceed 7 card. player discard the extra card.

- at end of battle. remove all actor summoned.

 

PvP (against other summoner)

i still not sure how to implement the AI so i might skip this for later post.

 

i think that's a brief summary of the concept. i will update it later.

 

some feedback that i expected:

1) i'm still thinking adding 'reaction'/'counter' system. like magic the gathering. but it could be really confusing to create.

2) i'm thinking to print the cards and bundled it with the game cd. and giving it to my toy store customer.as purchase bonus.

and the card will have password that can be inputted in game for 'free' copy of that card in game. will it a good solution. or game breaking or useless feature.

3) summon limit to 5 summon active in battle. does it too much? suggest the right number according your thought.

4) for pvp. any suggestion. simulating enemy deck & drawing is easy. but how to choose the correct action countering our cards.

5) if pvp solution doesn't work. i'm thinking to make the hero is the only one with those ability. and there's other party member with different ability. since summoner basically an actor that summon temporary actor, give enchantment, and use action skill. is it viable? tell me your thought.
 

actually any feedback / suggestion / critique is welcomed.

Edited by estriole

Share this post


Link to post
Share on other sites

@sughayyer: actually this game inspired by

- magic the gathering (play it a lot when i'm still at college. i own Sliver deck :D. unblockable except by sliver, suck hp, immune to all color, generate 1/1 sliver token each attack, +1/+1 for each sliver. :D)

 

- yu gi oh (play this with my little brother. i own kaiba deck and deck destruction deck. i like the deck destruction concept, summon require  sacrifice, and win by having exodia in hand concept)

 

- vandaria wars (this one original TCG from my country. the original concept is quite good. we summon a territory which will generate resource. then we summon follower to protect it and attack enemy territory. too bad the creator only think about fast money (i know the guy personally). after the second successful expansion... he release new expansion that basically make us need to THROW all our older expansion card away... and EACH expansion after that also make us THROW our spent money away... he basically release new mechanic and SUPER BUFFED follower that will 100% defeat the older expansion no matter how clever we play :D. the rules also not clear sometimes...)

 

so this game will have influence to those TCG above... but it won't be as complex as magic the gathering though :D.

Edited by estriole

Share this post


Link to post
Share on other sites

When I red this yesterday, I had to think about this some time. Idea is big, and things I ask you to explain now, can already be clear to you. But here are my thoughts.

First thing that popped up in my mind was Yugioh. As I used to play Power of Chaos games my self, and I still open them from time to time even now when few years have passed, just to see cards I won. I would love to see something like this, but not the same Yugioh style game, something new, with different cards, gameplay, strategy and much more. Would be great, if there would be an option, to play against other players. Because when I think about such card game, if there is some point which can be considered as ending of game, then ... lets be honest, that makes player sad and he looses interest. Online would fit for this best, duels and stuff, but I'm not really sure its possible on VX Ace, though, I saw something about Online Database System in completed Ace script section. But these things are still bit unclear for me.

 

But as for single player game I don't know, never played Magic the Gathering, just saw some pictures and videos, might be interesting story if successfully created, so than dueling with cards that summon actors, traveling around and gathering cards from monster corpses seems natural. I don't think, I have experienced such card and RPG combination (I assume it will have RPG elements included as well? That would rock, wearing some stuff would boost type of cards, but add penalties in other, actor classes specified for this game only, etc.) . Reminds me Redakai, but there heroes turn themselves into monsters. I never liked that show much, but idea seems interesting. I recall there was another with such style, only there heroes and villains used amulets instead, but I can't recall the title.

 

Things that could be considered by you, naming some cards different, not like common and rare - associations with Yugioh are too strong :D (I assume you are going to make this game about your own story, not connected with Yugioh, if so, then having own unique, but logical names for stuff, would be great). Also deck could contain a bit more than 40 cards, like 45. Why? Well as I recall, I was never able to choose exactly 40, just because some cards were so good, than simple throwing them away, would mess up whole chain of strategy.

 

From my point of view, would be great to limit player to 3 summons at beginning of game, later one can have more, by defeating bosses, progressing in main quest, or finding secret items. Of course battles would be a much harder when one uses 4 or 5 summons instead of 3 per default. Makes use of exploring game world. Also in such case sacrifice, or tribute is "must have" option. Strongest summons can be summoned only after tribute is made (possible even specified group of tributes? Like, want magician warrior? Offer as tribute, magician and warrior, but that reminds me fusions :D). Weakest can be summoned only if previous is gone, or sacrificed for small stat boost, probably!

Thing that seems logic of me is having not only your mentioned types of cards, but also cards that not only destroys opponents strategy, but allows to counter it back. I have this association with chains in Yugioh - Raigeki, Anti-Raigeki. Can really save player, or make ones hopes for victory fade in seconds.

Considered to do something with trap card type? Or effect monster cards?

1 skill per summon? Well if you have it all planned out, then I will trust you on this. Despite the fact, that seems a bit harsh, you see, if one draws cards and get all healers only, by unlucky hand. Then it could be a problem. I assume, even healers can attack enemy with default hit, that has no special effects included. Makes more use of having healers in deck, rather than only attackers, just because they can kill enemy fast.

Hysteria card is "must have". One can win opponent by defending, not only attacking, and making opponent draw hysteria card repeatedly. (I assume opponents will also draw cards from their decks?)

In battles you could let summoner attack summons, or enemy summoner, but only if, there is no more summons on field. Then it makes sense to have RPG elements like summoner classes, items and stuff. Also summoner, is not limited as summons are, one can use magic, melee, ranged, whole bunch of different stuff.

What would be smart, is not making summoner drops 1 card, when one has 6 cards in hands already, instead, this card would be put back in deck, at the bottom, and deck would be shuffled. That would help avoid situations, when deck gives only bad cards, but summoner can't use any at the moment.

 

About PVP and summoner enemies ... actually I have no idea how to make it possible, so that enemy actor chooses right cards. Though, you might consider, making logic for game, than for example when character uses boost on summoned actor, and if enemy actor can destroy such effect, then enemy goes for it. Meaning cards can have only few specified ways they can be used (which might be bad idea) but then, if "if used" requirement is met and "on summon" is right, enemy actor automatically knows that "counter used" is one of next actions. But as I said, I'm just capable to think bunch of ideas, not script or understand such things. :D I just hope you don't have to come up with all available strategies and script them yourself like computers in chess are scripted.

Also just quick question, are you planning to divide cards into elements  - fire, water etc. like Pokemon cards? And will these effects really assist or not, in battle? Like fire can be easily destroyed by water, etc.

Edited by pYmba

Share this post


Link to post
Share on other sites

Without a hard-core-coded script, I guess the idea is still doable.

Using a simple script to delete Attack/Defend/Skills and only leave Items, but name it Cards xD

Equipments will be cards that you bring to battle (setting outside battle), and Items will be cards on your hand (inside battle).

 

Problem is Enemy's cards...

Share this post


Link to post
Share on other sites

Enemies' cards aren't a problem since there are smart ai scripts now.

Share this post


Link to post
Share on other sites

Cards must have elements, I'd like malus like poison, burn, doosed...
Or buffs!

You could go with a standard take of elements, like fire (damage), water (defense) ecc
And then go to lunar, solar...

Share this post


Link to post
Share on other sites

It's been 10 yeats since I dropped programming in favor of music so I'm really poor at scripting (altough algorythims logic can't really be forgptten). But I sure wanna help with this game!

Share this post


Link to post
Share on other sites

When I red this yesterday, I had to think about this some time. Idea is big, and things I ask you to explain now, can already be clear to you. But here are my thoughts.

 

First thing that popped up in my mind was Yugioh. As I used to play Power of Chaos games my self, and I still open them from time to time even now when few years have passed, just to see cards I won. I would love to see something like this, but not the same Yugioh style game, something new, with different cards, gameplay, strategy and much more. Would be great, if there would be an option, to play against other players. Because when I think about such card game, if there is some point which can be considered as ending of game, then ... lets be honest, that makes player sad and he looses interest. Online would fit for this best, duels and stuff, but I'm not really sure its possible on VX Ace, though, I saw something about Online Database System in completed Ace script section. But these things are still bit unclear for me.

 

But as for single player game I don't know, never played Magic the Gathering, just saw some pictures and videos, might be interesting story if successfully created, so than dueling with cards that summon actors, traveling around and gathering cards from monster corpses seems natural. I don't think, I have experienced such card and RPG combination (I assume it will have RPG elements included as well? That would rock, wearing some stuff would boost type of cards, but add penalties in other, actor classes specified for this game only, etc.) . Reminds me Redakai, but there heroes turn themselves into monsters. I never liked that show much, but idea seems interesting. I recall there was another with such style, only there heroes and villains used amulets instead, but I can't recall the title.

 

Things that could be considered by you, naming some cards different, not like common and rare - associations with Yugioh are too strong :D (I assume you are going to make this game about your own story, not connected with Yugioh, if so, then having own unique, but logical names for stuff, would be great). Also deck could contain a bit more than 40 cards, like 45. Why? Well as I recall, I was never able to choose exactly 40, just because some cards were so good, than simple throwing them away, would mess up whole chain of strategy.

 

From my point of view, would be great to limit player to 3 summons at beginning of game, later one can have more, by defeating bosses, progressing in main quest, or finding secret items. Of course battles would be a much harder when one uses 4 or 5 summons instead of 3 per default. Makes use of exploring game world. Also in such case sacrifice, or tribute is "must have" option. Strongest summons can be summoned only after tribute is made (possible even specified group of tributes? Like, want magician warrior? Offer as tribute, magician and warrior, but that reminds me fusions :D). Weakest can be summoned only if previous is gone, or sacrificed for small stat boost, probably!

Thing that seems logic of me is having not only your mentioned types of cards, but also cards that not only destroys opponents strategy, but allows to counter it back. I have this association with chains in Yugioh - Raigeki, Anti-Raigeki. Can really save player, or make ones hopes for victory fade in seconds.

 

Considered to do something with trap card type? Or effect monster cards?

1 skill per summon? Well if you have it all planned out, then I will trust you on this. Despite the fact, that seems a bit harsh, you see, if one draws cards and get all healers only, by unlucky hand. Then it could be a problem. I assume, even healers can attack enemy with default hit, that has no special effects included. Makes more use of having healers in deck, rather than only attackers, just because they can kill enemy fast.

Hysteria card is "must have". One can win opponent by defending, not only attacking, and making opponent draw hysteria card repeatedly. (I assume opponents will also draw cards from their decks?)

 

In battles you could let summoner attack summons, or enemy summoner, but only if, there is no more summons on field. Then it makes sense to have RPG elements like summoner classes, items and stuff. Also summoner, is not limited as summons are, one can use magic, melee, ranged, whole bunch of different stuff.

 

What would be smart, is not making summoner drops 1 card, when one has 6 cards in hands already, instead, this card would be put back in deck, at the bottom, and deck would be shuffled. That would help avoid situations, when deck gives only bad cards, but summoner can't use any at the moment.

 

About PVP and summoner enemies ... actually I have no idea how to make it possible, so that enemy actor chooses right cards. Though, you might consider, making logic for game, than for example when character uses boost on summoned actor, and if enemy actor can destroy such effect, then enemy goes for it. Meaning cards can have only few specified ways they can be used (which might be bad idea) but then, if "if used" requirement is met and "on summon" is right, enemy actor automatically knows that "counter used" is one of next actions. But as I said, I'm just capable to think bunch of ideas, not script or understand such things. :D I just hope you don't have to come up with all available strategies and script them yourself like computers in chess are scripted.

 

Also just quick question, are you planning to divide cards into elements  - fire, water etc. like Pokemon cards? And will these effects really assist or not, in battle? Like fire can be easily destroyed by water, etc.

thanks for lots of feedback. this help a lot.

the main idea is like some of 'android' card games. which have story and can battle monster (not just fellow player).

 

beside we can win by making enemy draw hysteria card (IF the PvP can be implemented) this also act sorta like limit break. since they are powerful.

there might be strategy to draw and exhaust our deck too so we can use the Hysteria card.

 

for online. i guess i won't make it online.

it's too much work to do. and i'm not quite good at php/sql to use efeberk script. at most just fighting AI summoner.

 

for 1 skill per summon problem with bad draw (5 healer yes... i don't think about it before. thank you :D...). i'm thinking maybe adding ROWS concept. we can have 3 FRONT ROW and 3 BACK ROW summon (AT MAX).

at front row it will use it's FRONT ROW skill. and use BACK ROW skill when placed on back. kinda like tactics ogre concept.

so healer will only use healing skill if placed at the back row. but can whack enemy when placed at front.

but i still not sure will the player can rearrange the row later. i guess i need to create specific script for that. (formation) :D.

 

for common, uncommon, rare, ultra rare => the term used by lots of other TCG. too :D. but it's a nice suggestion. maybe i can use 'Legend' as one of the type :D.

 

for put the discarded card on the bottom idea... it's brilliant. i might consider it. but i'm a bit fond of making enemy draw cards so they need to discard it 'strategy'. so they will be faster to draw hysteria card. but since it's not fixed yet that we can battle other summoner AI. i will not fixed in this yet.

 

trap card style will be hard to implement. i'll think about it. for effect. it can be done easily with tsukihime effect manager. so i might add it.

but of course they won't be 'flip effect' type. but 'effect on guard', 'effect on attack', 'effect on death', etc, type can be done.

 

for summoner can attack only if no summons on field. i guess i will still make it able to attack even there's summons on field. it's better than skipping a turn.

so player can choose to have Summoner Enhancement deck. add defense monster. equip enhancement to summoner. whack with the summoner instead. :D.

 

Without a hard-core-coded script, I guess the idea is still doable.

Using a simple script to delete Attack/Defend/Skills and only leave Items, but name it Cards xD

Equipments will be cards that you bring to battle (setting outside battle), and Items will be cards on your hand (inside battle).

 

Problem is Enemy's cards...

yeah the concept is using as few hard core coded script as possible. and use existing one (i'm too lazy to script them all).

the enemy won't be a problem if it's Monster. but will pose a problem if it's Summoner (with AI)...

 

Cards must have elements, I'd like malus like poison, burn, doosed...

Or buffs!

You could go with a standard take of elements, like fire (damage), water (defense) ecc

And then go to lunar, solar...

I will think about the element.

since i already use thinking to use 'class' for summons. example: Estriole is a Knight. Knight can be equipped with Heavy Armor (Enhancement card).

or to use "Steal Gold" Action card will require a Thief summoned in field.

and card game with element can sometimes become make battle very easy when having the right element. or can be really punishing when having wrong element.

 

It's been 10 yeats since I dropped programming in favor of music so I'm really poor at scripting (altough algorythims logic can't really be forgptten). But I sure wanna help with this game!

This won't be on production yet. just collecting feedback. since i'm still busy. but I'll contact you when i decide to go on production. (maybe after April 2014).

Share this post


Link to post
Share on other sites

Make the card games happen on morotcycles! Nah jks

 

Theres a lot of online TCG's out now, and most of them do not have the "reaction counter" mechanic. In real life, it works because you can communicate face to face with your opponent, but on a computer it's different. People usually end up spamming "pass" when they get given an opportunity to "counter" or "interrupt" the enemy turn, so I would recommend not having that. Hearthstone and Might and Magic: Duel of Champions are good examples of games that work without the "interrupt" mechanic.

 

Also, will the game be only based on the cards, or will positioning matter? You could create a Fire Emblem style battlefield, where your cards come to life as sprites on the grid and move around. You could implement "traps" into this, eg. on a battlefield with only one way to get through, you set a trap in that path so that any sprite that walks through will trigger the trap. It could also open up a lot of possibilities like cards that change the terrain.

Share this post


Link to post
Share on other sites

Make the card games happen on morotcycles! Nah jks

 

Theres a lot of online TCG's out now, and most of them do not have the "reaction counter" mechanic. In real life, it works because you can communicate face to face with your opponent, but on a computer it's different. People usually end up spamming "pass" when they get given an opportunity to "counter" or "interrupt" the enemy turn, so I would recommend not having that. Hearthstone and Might and Magic: Duel of Champions are good examples of games that work without the "interrupt" mechanic.

 

Also, will the game be only based on the cards, or will positioning matter? You could create a Fire Emblem style battlefield, where your cards come to life as sprites on the grid and move around. You could implement "traps" into this, eg. on a battlefield with only one way to get through, you set a trap in that path so that any sprite that walks through will trigger the trap. It could also open up a lot of possibilities like cards that change the terrain.

thx for the feedback.

the idea of move in grid can be done by using tbs. add the deck system and draw system. and actor which summons. it would be nice... but i guess i'll pass on that idea for now (although it's really2 tempting. since gubid tbs have those mini battle scene that's perfect for this type of game).

 

since it will slow the pace of the battle (the movement and such).

 

Edit: just reread your message above... yeah... i'll make the card game happens on a boat :D. whoever lose will be drown in a sea full of great white sharks... just kidding. :D.

Edited by estriole

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted