card game sketch-up

Post » Fri May 15, 2015 3:22 am

would you play? do you have ideas? does this document get the idea across intact? (can you see what I see?)

The idea is a simple progression based game slightly reflecting a card game and rpg, the difficulty could definitely be tweaked within game play but I was thinking a deck/character/resource builder that one could pour hours into without too much trouble, equip and skills would have to widely vary

Spoiler
- Take control of a local legend. Starting points at different cities throughout the land. Different towns have different characters and different starting levels. (different initial difficulty)
- Turn based with basic & strong attacks and specials and magic.
- Cards are layed out on the table at once, draw for special modifiers. Use skills and regular attacks from the cards, targeted, to eliminate the opposing cards.
- Modifier Cards take up pack space.
- Party size is 3 for a battle, 4 for travel.
- Two cards attack each turn
- Battle size goes up to 6 targets.
- Health is regained after a battle if a meal is ready for the team, meaning you need to pack supplies for a journey if you want full health the whole way, taking up pack space. Gain some energy.
- Hunt wildlife, local brawl, local quests, hunt other legends (legends level up) as well as finding and joining or attacking covens. Join battlefronts and aid persistent battles, choosing and ranking up in factions for a chance at supreme gear or perks, or play both sides for pay and experience, opting for a mercenary guild for advantages.
- Buy and loot equipment
- request aid from locals, other legends, or forces on expeditions and dungeon raids as extra card characters in party. Select cards active in a particular encounter.
- card characters with stats and import or standard characters. eg, play as sonic.
- Select x of y attacks (bow melee magic rallys)
- stats: constitution (rallys, health, energy regen), strength (raw damage, strength modifier, carying capacity), dexterity (dexterity modifier, accuracy, energy), wisdom (magic modifier, enchant modifier, barter)
- level stats and attack power, gear up for equip bonuses and more powerful weapons & catylists
- Cards unfold to create a battle system, with a plethora of different card attacks and skill usages.
- Cards Characters have 4 skill slots, 1 passive and 3 battle skills
- Battle skills vary in number of opponents targeted to power to effects.
- select skill attacks or standard weapon attacks (if energy is depleted, or waiting for energy to recharge for instance)
- cards indicate moment or action points, resting replenishes
- auto-battle card stats and skills or real time battle all characters.
- apply certain cards to certain situations, ie pick lock, dex char card dragged over lock to pick lock or pickpocket. wisdom character to speak for x bonus. strength character to craft
- Create a team of cards and maintain through random generation and creation of new quests, dungeons, and legends.
- Upgrade standard and enchanted items with raw materials
- create unique and superior items with raw and special materials
- craft *slightly* stronger randomized slot effects
- craft individual slot sections for a specific effect
- card hold skill information (x skill y level), stats (health, energy), weapon damage, armor, level
- upon selecting, cards reveal equipment, stat points, (str, dex, cons, wis) stats, skills and level along with upgrade points for the listed
- hold and play bonus cards for certain or special encounters. Rare: regen 1 health per turn, +x% chance to critical, armor bonus +x to party.
- Run a town for x effect or benefit after legend status reaches y
- Join and work out of a guild
- Raise or protect entire towns (endgame)
- towns will regularly generate legends, some at lower some at same some at higher level
- push wartime to an end fighting the battlefront in territory battles against veteran and green soldiers, closer to the homeground veteran soldiers will appear more frequent.
- accept random quests to silence, hunt, free cities, expound boundaries, rescue, capture.
- capture missions require people to remain alive and a net. free cities requires x leader kills. expand boundaries requires x territory battles.
- send cards and sets of cards on leveled events (training)
- use card skills outside of battle to clear objectives ie heal, fireball, hack obstacles
- Level cards from starter characters to level 5, receiving bonuses +3 (at level 1), +2 (level 2), +2, +1, +1 leveling the card characters skill

- character death

- hire characters, or craft heroes with enough resources

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Rachell Katherine
 
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