Modern gangsters - phase 1
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[color=rgb(40,40,40)][font=helvetica]
Here are some additional details as to the development plan I envision.[/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Phase 1 - Building the meta game[/font][/color][color=rgb(40,40,40)][font=helvetica]
Create a copy of the basic game dopewars - https://github.com/cnavrides/dopeWars[/font][/color][color=rgb(40,40,40)][font=helvetica]
This game has everything needed to keep players going forever, there are some edits needed to make it truly interesting so I would start here[/font][/color][color=rgb(40,40,40)][font=helvetica]
Building into the new dopewrs game a phase to represent movement between cities. In the original version movement was instant. First change would be to make this based on time and show a progress bar.[/font][/color][color=rgb(40,40,40)][font=helvetica]
Add secondary buildings to each city. These building will be required to ensure longer gameplay and to have city development potential. The building will also host the different items that users can buy and improvements that can be made.[/font][/color][color=rgb(40,40,40)][font=helvetica]
Add step by step supply demand mechanic. This mechanic will control prices better than a random variable. Having a generation of items by city will also create an atmosphere where prices will seem much more real as demand or supply increases. [/font][/color][color=rgb(40,40,40)][font=helvetica]
Add goals and mission dynamic where users will need to get X item for Y city. This dynamic will be based on supply and demand. Having this type of dynamic structure will create organic missions and will lessen the amount of true mission creation.[/font][/color][color=rgb(40,40,40)][font=helvetica]
At this point this would be a light economic simulation that should be fun enough for those inclined to play this type of game, I wouldn't see this type of game being released massively but with the economic engine running we could start working on the second phase which is the collectible card game itself[/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Phase 2 - Collectible card game[/font][/color][color=rgb(40,40,40)][font=helvetica]
There are some basic tools that are requires for all collectible card games, these are tools I learned by creating games and make things much easier to do in the long terms[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Card scoring simulation. Scoring cards and balancing is one of the hardest possible things I have done. The amount of arguments and actual fights that go into this can't be underscored. A system has to be created that will build card variations easily based on certain parameters. I have a true scoring system already built but it's in excel.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Card design. Design might seem easy but placing the right variable in the right place is never easy. There is only a certain amount of data that can be placed before overload sets in. I have a design that worked well that I can share.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Card creating script. Once scoring variations are built a simple card creation script should be built to manage all of the different variations. Card creation is a visual process and without this you have to imagine how it looks. This isn't something too difficult to build, I have several examples already done.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Deck creation system. At this phase we are getting into the true design phase. Deck creation is one of these things that is extremely important to get right. Without the right UI functions here, creation can become tedious, imagine going through 400 cards to find the right ones for a specific mission. This isn't fun and has to be made easy for the users. I have done this a few times already and know how to do it.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Battle system. No matter what the game the battle portion is crucial. Determining what happens in which phase can make or break a design. I learned a lot from my last experience, we had abilities that were broken, tons of OP cards, timing that would get out of sync and many more issues. It took a long time to get these fixed up and when we did it was amazing. I have a good model for a battle system that I want to recreate. I believe it works because it passes the train stop test. This is the test in which you try to commit one action in a 60 second period. If a person can load up the game, play one battle and then go about their business the short term loop is strong enough to lead to mid and long term play. Users these days don't play long gaming sessions, but once they do its our job to reward them accordingly. Time is money![/font][/color]
[color=rgb(40,40,40)][font=helvetica]
ps ... This is a pretty short outline of each of the steps and not a full description. Each of these steps will need to be defined specifically and exactly to ensure the specs are right[/font][/color]
Here are some additional details as to the development plan I envision.[/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Phase 1 - Building the meta game[/font][/color][color=rgb(40,40,40)][font=helvetica]
Create a copy of the basic game dopewars - https://github.com/cnavrides/dopeWars[/font][/color][color=rgb(40,40,40)][font=helvetica]
This game has everything needed to keep players going forever, there are some edits needed to make it truly interesting so I would start here[/font][/color][color=rgb(40,40,40)][font=helvetica]
Building into the new dopewrs game a phase to represent movement between cities. In the original version movement was instant. First change would be to make this based on time and show a progress bar.[/font][/color][color=rgb(40,40,40)][font=helvetica]
Add secondary buildings to each city. These building will be required to ensure longer gameplay and to have city development potential. The building will also host the different items that users can buy and improvements that can be made.[/font][/color][color=rgb(40,40,40)][font=helvetica]
Add step by step supply demand mechanic. This mechanic will control prices better than a random variable. Having a generation of items by city will also create an atmosphere where prices will seem much more real as demand or supply increases. [/font][/color][color=rgb(40,40,40)][font=helvetica]
Add goals and mission dynamic where users will need to get X item for Y city. This dynamic will be based on supply and demand. Having this type of dynamic structure will create organic missions and will lessen the amount of true mission creation.[/font][/color][color=rgb(40,40,40)][font=helvetica]
At this point this would be a light economic simulation that should be fun enough for those inclined to play this type of game, I wouldn't see this type of game being released massively but with the economic engine running we could start working on the second phase which is the collectible card game itself[/font][/color]
[color=rgb(40,40,40)][font=helvetica]
Phase 2 - Collectible card game[/font][/color][color=rgb(40,40,40)][font=helvetica]
There are some basic tools that are requires for all collectible card games, these are tools I learned by creating games and make things much easier to do in the long terms[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Card scoring simulation. Scoring cards and balancing is one of the hardest possible things I have done. The amount of arguments and actual fights that go into this can't be underscored. A system has to be created that will build card variations easily based on certain parameters. I have a true scoring system already built but it's in excel.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Card design. Design might seem easy but placing the right variable in the right place is never easy. There is only a certain amount of data that can be placed before overload sets in. I have a design that worked well that I can share.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Card creating script. Once scoring variations are built a simple card creation script should be built to manage all of the different variations. Card creation is a visual process and without this you have to imagine how it looks. This isn't something too difficult to build, I have several examples already done.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Deck creation system. At this phase we are getting into the true design phase. Deck creation is one of these things that is extremely important to get right. Without the right UI functions here, creation can become tedious, imagine going through 400 cards to find the right ones for a specific mission. This isn't fun and has to be made easy for the users. I have done this a few times already and know how to do it.[/font][/color][color=rgb(40,40,40)][font=helvetica]
- Battle system. No matter what the game the battle portion is crucial. Determining what happens in which phase can make or break a design. I learned a lot from my last experience, we had abilities that were broken, tons of OP cards, timing that would get out of sync and many more issues. It took a long time to get these fixed up and when we did it was amazing. I have a good model for a battle system that I want to recreate. I believe it works because it passes the train stop test. This is the test in which you try to commit one action in a 60 second period. If a person can load up the game, play one battle and then go about their business the short term loop is strong enough to lead to mid and long term play. Users these days don't play long gaming sessions, but once they do its our job to reward them accordingly. Time is money![/font][/color]
[color=rgb(40,40,40)][font=helvetica]
ps ... This is a pretty short outline of each of the steps and not a full description. Each of these steps will need to be defined specifically and exactly to ensure the specs are right[/font][/color]
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