Here is my rough concept:
You play on a grid which for now has 168 spaces in which to move.
Each person will select a character card (each will have bonuses and specialize in certain areas of fighting, magic, ect.) and i think i will have 12 action cards each.
Also I think each move will have a specific ammount of energy/mana needed to be performed and so far i dont' think there will be any way to recover energy or mana so each move should be used wisely.
It's designed for 2 players but it is very easy to make it up to 4 players i would guess especially with the way the grids are used.
Game Play:
Each character has a set ammount of HP and your goal is to take that HP down to 0. In order to do that however you will pick a character and must use his options well. Some attacks do better from far away and some close up and you must utilize your character's strenghts in order to win.
At the beginning of the game you both start in the middle of the map/grid (as per official rules however there will probably be more play styles)
Story wise you are turning your backs to each other and take 10 steps backwards turn around and begin the duel with a initial movement.
Game Play wise both players move each of their pieces one grid square at a time and each move a total of 3 squares away from each other then they make what is called "Initial Movement"
Intial movement is basically both players do a intial move to start off the duel both of them can perform a action or none at all but any actions are considered active at the same time. In addition, they also have the option of moving one square in any direction right afterwards. The movement does not have any effect on the trajectory of the intial attack however.
I really want a non turn based type game, right now i have 2 options other than turn based fighting:
1) Have traveling time of projectiles, moves ect. be determined by how far away you are from your opponent and for example:
Mage throws a fireball at warrior who is 2 squares away.
He gets 2 seconds (not sure if this is the actual value yet) to respond for each square it needs to travel.
2) Action and response. No turns but whoever puts down a action first must wait for a response from his opponent. If they both put a card down at the same time I have two options, i hope you guys will help me decide which is best
1)Flip a coin, the person not flipping it calls it in the air and if he calls it right the losing player gets his action ignored and the winning player gets to do his action as if he went first.
2) They both respond to each other's attack.
Whether the response is timed or not i'm not sure. Do you guys think this would work?
Alot of things come to mind:
1) What if while Player A is busy trying to come up with a response for Player's B action , Player B uses this time to plan and readies his next card to be put down and thus continously attacks Player A.
This could easily be nullified however by making a rule stating that: Player B (the player who played the action card and forced his opponent to respond) will have his following action ignored in the event that both players put their cards down at the same time simultaneously after Player A has responded. This rule would only about 2 seconds afterwards and any later than 2 seconds will make them decide a draw as normal.
There is also the fact that mana/energy costs on moves will wear down overly aggressive players.
The Grid:
I think of it as a battle field, i think you should be able to customize your grids and add rocks to hide behind, barriers and interactive scenery.
I think it might be possible to create your own battle fields and even combine many grids to have a battle royale.
That's my idea so far
Any suggestions?
Feed back?
Thank you
I've decided i'm going to make original fighters instead of using the age old mage, warrior, knights.
I already have 2 that i'm sure will be spectacular and to my knowledge have never been done before.
I hope you guys will reply more as i add more information.