Original Post
I have a vague idea of the game's design, but I'd love to hear suggestions about what might be included in it to help me clarify my concept.
My two main inspirations are the old Magic the Gathering PC game Shandalar, and the Pokemon handheld games. I want to create a game where the player captures monsters and uses these to deckbuild, then uses the deck to capture more monsters, etc. with the overall goal of "catch em all". So the player would be the monster tamer, and the monsters would be their card collection, used in combat somewhat like that of Magic the Gathering. The player could also win as loot 1-use items which would allow them to convert a card to a variant (for example, a Fire Opal item might be used to convert a basic Cat card into a Fire Cat card) or to merge two cards together (a Humanoid card could be permanently bonded to a Cat card to produce a Cat Rider card). The cardset as a whole would be basically all creatures, and the player would be encouraged to build decks themed by type because most creatures would have some kind of bonus for having multiple creatures of a type in play on the same team.
Significant differences from MTG and Pokemon: the game would not contain different colors of mana, and creatures would not have elemental strengths and weaknesses (instead fire versions of creatures might have more attack and less defense than base versions of those creatures). Mana generated (probably from creatures, maybe every creature that did nothing else that turn would produce 1 mana) would carry over from turn to turn. Damage to creatures would also carry over from turn to turn. The online game Elements demonstrates that both of these work well in a computer environment. I'm also considering whether the player should refill their hand or draw a whole new hand every turn - I really like the way that works in Thunderstone.
So, questions:
- Should there be only one of each creature allowed in a deck, or how many should be allowed?
- What should the minimum deck size be, and should there be a graveyard or should dead cards be removed from the game or put on the bottom of the deck?
- Besides attack and defense, what other stats would it be interesting for creatures to have? Magic or Rage points which must be saved up to execute a special ability are one possibility.
- Any creature types or secondary types you'd particularly like to see? Secondary types might be elements, drain life, can't attack, must attack, can't block, biased toward offense, biased toward defense, etc.
- Should each player start with some mana or get a set number of mana per turn so they don't get stuck unable to summon any creatures?
- Anything I've forgotten? All comments welcome. :)
[Edited by - sunandshadow on September 27, 2010 7:50:08 PM]
My two main inspirations are the old Magic the Gathering PC game Shandalar, and the Pokemon handheld games. I want to create a game where the player captures monsters and uses these to deckbuild, then uses the deck to capture more monsters, etc. with the overall goal of "catch em all". So the player would be the monster tamer, and the monsters would be their card collection, used in combat somewhat like that of Magic the Gathering. The player could also win as loot 1-use items which would allow them to convert a card to a variant (for example, a Fire Opal item might be used to convert a basic Cat card into a Fire Cat card) or to merge two cards together (a Humanoid card could be permanently bonded to a Cat card to produce a Cat Rider card). The cardset as a whole would be basically all creatures, and the player would be encouraged to build decks themed by type because most creatures would have some kind of bonus for having multiple creatures of a type in play on the same team.
Significant differences from MTG and Pokemon: the game would not contain different colors of mana, and creatures would not have elemental strengths and weaknesses (instead fire versions of creatures might have more attack and less defense than base versions of those creatures). Mana generated (probably from creatures, maybe every creature that did nothing else that turn would produce 1 mana) would carry over from turn to turn. Damage to creatures would also carry over from turn to turn. The online game Elements demonstrates that both of these work well in a computer environment. I'm also considering whether the player should refill their hand or draw a whole new hand every turn - I really like the way that works in Thunderstone.
So, questions:
- Should there be only one of each creature allowed in a deck, or how many should be allowed?
- What should the minimum deck size be, and should there be a graveyard or should dead cards be removed from the game or put on the bottom of the deck?
- Besides attack and defense, what other stats would it be interesting for creatures to have? Magic or Rage points which must be saved up to execute a special ability are one possibility.
- Any creature types or secondary types you'd particularly like to see? Secondary types might be elements, drain life, can't attack, must attack, can't block, biased toward offense, biased toward defense, etc.
- Should each player start with some mana or get a set number of mana per turn so they don't get stuck unable to summon any creatures?
- Anything I've forgotten? All comments welcome. :)
[Edited by - sunandshadow on September 27, 2010 7:50:08 PM]