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CCG design

Started by January 29, 2006 07:48 PM
9 comments, last by Pluvious 19 years ago
For the last few days Ive been trying to design a CCG (collectable card game). This is what I have so far. (its based on mechs) 3 types of cards. 1.Machine, 2.hacker, 3.machanic. 1. Machine cards together make up the mechs you can fight with. There are 4 types of machine cards. A.core, B.weapon, C.sheild, D.sensor. A. The core cards are the main part of the mech. They have slots for weapons, shelds, and sensors. The higher level the core, the more slots it may have for the various other machine cards. (for instance a lv 4 core might have 3 weapon slots, 2 sheild slots, and 1 sensor slot) Once you put a core on the feild you can then equip it with other machine cards. The core is basically useless if its unequiped. B. Ofcourse the weapon cards are for attacking. Each weapon card equiped to a core can attack once a turn unill it runs out of energy. C. Sheild cards are for defending. Each sheild card will reduce damage taken untill it runs out of energy. D. Sensor cards are for detecting the cards your opponent is using. Without a sensor card all of the opponents cards will apear face down. Each machine card has a set amount of energy (exept for cores, wich use hp), wich decreases each turn. Once out of energy your machine card goes to the trash heap. Thats it for machine cards. 2. Hacker cards are for weakening or disabling your opponents machine cards. 3. Machanic cards are for fixing your hacked machine cards, and bringing them back from the trash heap after they run out of energy. Also there are 2 kinds of chips you can use. Performance chips, and energy chips. chips plug into all machine cards (except cores). Performance chips increases the performace of each card. Energy chips encrease the initial amout of energy the card has, and allows for longer use. chips must be used on the machine card the same turn you equip it. Please tell me what you think of the idea. Any suggestions would be cool. I would like to hear other cool ideas for a CCG if anyone has one, Im not sure that I'll use this one. [Edited by - ForeverNoobie on January 29, 2006 9:04:29 PM]
Simplicity is the ultimate sophistication. – Leonardo da Vinci
It's a nice idea, but I wonder how are you going to defeat your opponent. What if you get all hacker or mechanic cards and the enemy has full mech?
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Here is a great idea for you - don't make a collectable cards game!!!
-----------------------------------------Everyboddy need someboddy!
Im going to scrap this idea but why not make a CCG?
Simplicity is the ultimate sophistication. – Leonardo da Vinci
I agree about the collectible card game idea...don't make it. I don't know why the other guy said not to but I just think that you should try to make something original and not just copy someone else's idea. Take what you like from CCG's and make something else. Do you like the idea of duels? Make a game based on duels. Do you like the idea of magic building during a duel? Make a game based on that? Do you like cool monster summoning? Make a game based on that. Whatever...

Collectible Card Games are just so arbitrary. Just make a fantasy fighting game and put in what you like.
Quote:
Original post by Pluvious
I agree about the collectible card game idea...don't make it. I don't know why the other guy said not to but I just think that you should try to make something original and not just copy someone else's idea.


Im not trying to copy anything, I love rpgs and I think a CCG might be the eaisest way to implement a game with RPG elements. You see im not an artist, and dont have a artist to work with, and I wanted to avoid all the characters, maps, animation and storline of a real rpg, so I figured a CCG would be the next best thing. As for being original, Im going to try and think up an original aproach.
Simplicity is the ultimate sophistication. – Leonardo da Vinci
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I like your idea. As for avoiding a CCG design, I think the emphasis should be on avoiding the collectable part. My friends and I have had tons of fun with Munchkins, which is card game, but purchased like a board game. You get a few hundred cards in the box, and everyone plays with the same set.

- Mike
Are these real cards or are you doing it in software? 'cos I can't see that slotting real cards together is going to be fun - some elaborate layout on your huge desk where you have to breath sideways to avoid disturbing it!
Real collectable cards have been invented to emulate role playing video games for those who don't want/can't play them on a PC or a console, and table-top RPGs for those who want a simpler game.

Making a CC video game is like wrting a book on the Lord of the Rings movie. You don't need virtual cards to make your battle system. Why simulate a card that simulates a dragon, when you can simulate the dragon itself?
-----------------------------------------Everyboddy need someboddy!
Quote:
Original post by someboddy
Real collectable cards have been invented to emulate role playing video games for those who don't want/can't play them on a PC or a console, and table-top RPGs for those who want a simpler game.

Making a CC video game is like wrting a book on the Lord of the Rings movie. You don't need virtual cards to make your battle system. Why simulate a card that simulates a dragon, when you can simulate the dragon itself?


Because I simply dont have the artistic ability. I figured If I can make a card game, I get away with making only afew different graphics (for instance one general monster graphic for all monster cards, one graphic for all helping cards and so on).

As for some of the other questions asked, yes this is software, and I really like the collectable part but I might drop it if I can think of a idea that works better without it.
Simplicity is the ultimate sophistication. – Leonardo da Vinci

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