- 10
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- 14
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- Seen Nov 2, 2010
Introduction
I've started to develop a game that is basically a card game, focusing on battles and exploration, something like the mainstream games but with an alternative approach. First of all, it is as simple looking as it can be: it is NOT about graphics/sound effects.
The first screenshot features the "battle screen" before the actual battle. In this game, almost nothing is automated, it will be something like a card game on the PC, where your hand is represented by the mouse. You can drag and drop most things, you calculate damage and other things yourself, but it remains simple. Since it is not automated, you can mostly play however you feel like, but I will add a rulebook so you can play how it's meant to be played. The same thing gives it flexibility, since a new idea doesn't require
loads of coding.
Gameplay
Battles are resolved in rounds, where both participants perform one move simultaneously. Damage is calculated and other effects are resolved, than the next round begins, until one of both sides faint. The moves a specimens knows is represented by a deck of cards, which is altered after each level up. The same battle screen after the first moves are resolved, as seen on the second screenshot.
Meowth used Scratch and Tauros used Tackle. Both did 2 damage which was substracted from their HP (hit points). Scratch has an additional effect, that if a player rolls 6 with a dice, the status effect Bleeding is added to the foe. The cards on the bottom of the screen are not played, they were discarded. This is because each player gets to choose 1 move out of 2 each round. With single player, the foe is not given a choice, it will always play the first drawn card and discard the second, this will be used for wild specimens. here are cards with different types: Moves always have a set elemental type, represented by the card background (grey is normal). Behaviour moves are different as they mostly refer to the owner's type, so in this case, Basic Offense is normal type, but if a water type specimen uses it, it is water type. Some basic Behaviour moves are available to almost every species, while levelling replaces them eventually with better Moves.
In the third screenshot, it shows the current state of levelling up. A Level Up card is shown with some simple instructions. 3 cards were revealed from Meowth's move deck, and the first one was changed, and it is now Bite instead of what it was before. It also shows the background of a dark type move (googled, as most of the other backgrounds).
Current State
At this point, I have just started. Only have a few species and moves added. Moves are mostly from the mainstream games, but some are altered to better fit the mechanics of this game. Huge lack of content, but plan is to add loads more.
If anyone would like to:
-just give it a try at its current state
-help with testing for bugs and errors
-contribute by giving suggestions, balancing and content ideas
this is the place to post me, I'll PM a download link to the game. Note that it is a work in progress.
I've started to develop a game that is basically a card game, focusing on battles and exploration, something like the mainstream games but with an alternative approach. First of all, it is as simple looking as it can be: it is NOT about graphics/sound effects.
The first screenshot features the "battle screen" before the actual battle. In this game, almost nothing is automated, it will be something like a card game on the PC, where your hand is represented by the mouse. You can drag and drop most things, you calculate damage and other things yourself, but it remains simple. Since it is not automated, you can mostly play however you feel like, but I will add a rulebook so you can play how it's meant to be played. The same thing gives it flexibility, since a new idea doesn't require
loads of coding.
Gameplay
Battles are resolved in rounds, where both participants perform one move simultaneously. Damage is calculated and other effects are resolved, than the next round begins, until one of both sides faint. The moves a specimens knows is represented by a deck of cards, which is altered after each level up. The same battle screen after the first moves are resolved, as seen on the second screenshot.
Meowth used Scratch and Tauros used Tackle. Both did 2 damage which was substracted from their HP (hit points). Scratch has an additional effect, that if a player rolls 6 with a dice, the status effect Bleeding is added to the foe. The cards on the bottom of the screen are not played, they were discarded. This is because each player gets to choose 1 move out of 2 each round. With single player, the foe is not given a choice, it will always play the first drawn card and discard the second, this will be used for wild specimens. here are cards with different types: Moves always have a set elemental type, represented by the card background (grey is normal). Behaviour moves are different as they mostly refer to the owner's type, so in this case, Basic Offense is normal type, but if a water type specimen uses it, it is water type. Some basic Behaviour moves are available to almost every species, while levelling replaces them eventually with better Moves.
In the third screenshot, it shows the current state of levelling up. A Level Up card is shown with some simple instructions. 3 cards were revealed from Meowth's move deck, and the first one was changed, and it is now Bite instead of what it was before. It also shows the background of a dark type move (googled, as most of the other backgrounds).
Current State
At this point, I have just started. Only have a few species and moves added. Moves are mostly from the mainstream games, but some are altered to better fit the mechanics of this game. Huge lack of content, but plan is to add loads more.
If anyone would like to:
-just give it a try at its current state
-help with testing for bugs and errors
-contribute by giving suggestions, balancing and content ideas
this is the place to post me, I'll PM a download link to the game. Note that it is a work in progress.
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