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Unread 01-05-2012   #228
ZeroForever
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Re: Overlord Bob

honestly i still need to finalize as least certain setups/details before i feel ready with asking others for help on it. As I rather not end up switching designs and nullify peoples works.

Currently I'm still in flux in whether it should just be a straight up card game like MTG or a hybrid card game with a field/board. Pure board game is also possible but doubtful as it didn't feel interactive enough.

Either way the things mostly established are

For the card game the general system would simply be Good vs Evil, cards/decks are split between the 2 archetypes

Initial selection would be to select a 'Main Character' card, these would be the character you as the player would be representing. Each has different attributes that affect your deck and allow unique card selections.
Examples -
Overlord Bob
Dark Sorcerer Tim
Prince Michael
Seer Amy

Next would be 4 Hero/Mid-Boss Cards - These act as your party members and through them you will be generating units/attacking/defending. They are also the TF targets and when defeated will be converted into special units.
The knight - maid was one of these concepts

Minions - These are generic summoned units, while some are unique to light or dark, there are also neutral types. In general these are the units you will be using to launch assaults or defend with.

Currently leaning towards a 3 stat system of
Physical
Spiritual
Magical
characters attributes will be based on these 3 stats, with different attack and HP values for each.

Treasury - The Main Characters/Players deck, going to go with a 55(5 cards are the MC and Party so tech 50) card minimum with max of 3 duplicates for now.

initial hand - most likely 6 card max hand size,

still not sure how I should do the card costs, considering a combination of Action Points (for field units) and either Mana/Gold/Treasury costs for Spells/Enchantments/Traps/Artifacts.

Spells/Enchantments/Traps/Artifacts - can be used to attack directly, boost/transform units, etc..

Win/Lose methods -
A) Defeat all opposing Heroes/Mid-Bosses
B) Reduce the opposing main characters HP to 0.
C) player is unable to draw any more cards from there treasury (deck) or
D) special cards/events/quests

Action phases would likely be structured in a standard method
Draw Phase
Main Phase
Hero Phase
Minion Phase
Attack Phase
Defense Phase
Resolution Phase
End Phase

these doesn't even get into idea's like the party combinations, field set ups and bonuses, elemental types, flipped/hidden units, etc...

honestly balance is probably going to be the biggest nightmare, still that's one of those need to make before you can test factors as number crunching can only get you so far.
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