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CCG based MUD
Runter
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#31 id:43922 Posted Mar 15, 2010, 9:40 pm

So I've been talking with people and thinking heavily of designing the system around the majority of the cards in the decks representing spells/skills available to the player.  The player would then be able to customize it like that. 

A big issue I have with this is that the majority of cards would then become untradable.  This could take away some of the fun in the game. 
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CoralMud project

For once you have tasted flight Ruby you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return. --
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Dean
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#32 id:43923 Posted Mar 15, 2010, 9:43 pm

Yugi-Oh. *sage nods*'

Edit to add: By this, I mean the show as opposed to the actual card game. This seems similar to what you want to do (although, I do admit to only briefly skimming over the whole topic).
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Last edited Mar 16, 2010, 12:16 am by Dean
Runter
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#33 id:47966 Posted Jul 3, 2010, 2:36 am

Here's some of the things I've been discussing with friends over the past few months and some of the new takes I have on the gameplay.

Definitions for Card Types
- permanents (power sources, artifects, auras, and equipment)
- creatures

Definitions of Phases
- draw
- play / use instants/ abilities / cast spells
- creature attack
- mana regeneration

Definitions of Play Areas
- deck
- hand
- graveyard
- game

Cards Cost Something to Cast.
The cost of the card should typically based on a unit of mana.  Avoiding the tap/play paradigm I've decided to simply go with power sources that continually add mana at the end of your turn with no cap.

There's no Concept for Tapping.
Card abilities can only be used once a turn each. There's no way to untap and it's unavoidable.

Creatures Have no Summoning Sickness.
Creatures attack the first round they're in the game.

Attack Phase is Automatic.
Creatures will automatically attack at the end of your turn with no option.  If they're in game they'll act until killed or destroyed.  The exception is when the creatures only form of attack is an ability.  Attack phase is separate from ability use.  Both a use and an attack can happen once a turn.

There is no Defend.
Creatures cannot target other creatures with their default attack phase.  Likewise, creatures cannot defend against creatures. 

Data Transitions at the Start of Battle.
Worn equipment comes into play as permanents.  Ultimately this results in fewer equipment slots.  Some equipment may not come into play but bestow other benifits.  For example, an item may give +5 maximum health and be consumed before the battle starts.  Pets, familiars, etc may come into play as creature cards already in play.  Spell effects can come into play as auras, power sources, etc.

Additionally, persistent data is effectual.  Health pools can be determined by experience levels, equipment, class, race, or any number of persisting data.

It's also important to note that careful balance in this area will be required. 

One Group is One Team.
Multiple party members will use one set of turns, one pool of mana, and share phases.  Specifically, though, each player will have control of what he puts into play.  For example, Retnur can't use the ability of DavidHaley's Demonhunter even if they are in the same group.  Futhermore, health pools are not shared, however, enemy creatures attack quite randomly.  Abilities can be targeted to a specific target.  Damage is not split.

The Combat System is Only a Representation.
In other words, instead of building a deck of cards you wear equipment, have things in your inventory, learn spells and abilities, etc.  All these things will generate your deck as combat enters.

No Limit on Spells Learned.
Originally I had thought of limiting memorization.  The current plan is simply giving an advantage to someone who learns fewer spells in that it's less random which become available to them in combat.  Ultimately more inventory, spells, etc will yield less consistency.

Deck Size.
No limit and no down side to a small deck.  The game won't end when the deck draws empty.  It'll simply recycle and start over.  A player with even only a few cards can do well.

Hand Size.
Initial hand size will be small.  No limit and no discarding required, though.  It could be exploited by other players, however, depending on the card abilities that go into play.  Such as being able to steal a card from your opponent.  More cards is more options.
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CoralMud project

For once you have tasted flight Ruby you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return. --
                                              Leonardo Da Vinci Yukihiro Matsumoto

Last edited Jul 3, 2010, 2:38 am by Runter
quixadhal
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#34 id:47970 Posted Jul 3, 2010, 12:29 pm

Not quite what you're thinking of, but if you have a chance (free trial perhaps?), check out the MMO Vanguard before it disappears forever.  They built in a diplomacy system that works like a card game, and it's really quite clever and fun.  The tutorial areas mostly just have diplomacy advisers to teach you how to play, but later on players with high diplomacy skills can try to influence NPC's to alter the game.  For example, a diplomatic victory against the right NPC in a dungeon can open shortcuts that allow the party to bypass a particularly nasty section of the dungeon.
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#35 id:47971 Posted Jul 3, 2010, 12:31 pm

Runter, are you going to implement this system in Ruby, or create a ruby module in C?
I'm sure right now your just thinking about CoralMud which is coming along nicely, but if you were to take the C route,
other projects could port your code with few modifications. Just a thought :)
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Runter
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#36 id:47972 Posted Jul 3, 2010, 12:45 pm

JohnnyStarr said:
Runter, are you going to implement this system in Ruby, or create a ruby module in C?
I'm sure right now your just thinking about CoralMud which is coming along nicely, but if you were to take the C route,
other projects could port your code with few modifications. Just a thought :)


I'm not sure, but it's likely I'll be working on a client separate from the server platform itself.    In any event, this project won't become available as open source as far as the resources (sounds, graphics, or content) goes.  The code I build it from will remain open source, however.

Speaking of which, if we have any resource people out there that's interested in the project.  I probably have the audio covered, but I'm lost with graphics. :)
.........................
CoralMud project

For once you have tasted flight Ruby you will walk the earth with your eyes turned skywards,
for there you have been and there you will long to return. --
                                              Leonardo Da Vinci Yukihiro Matsumoto

Last edited Jul 3, 2010, 12:47 pm by Runter
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