My first post on BGDF; I'm looking for some advice for two projects I've been battling with on and off this summer. Both are card games with deck-building elements but utilize very different themes and play-styles.
DvD is a two player combat driven game that pits invading demons from another dimension against the dragonic inhabitants of of the games setting. Right now there are eight characters planned out, four dragons and four demons, for players to chose from. Each character has their own starter deck containing their unique attacks and abilities, and a ''learner deck'' containing the abilities the character has to either learn or activate during the game (ex. Transformations, move upgrades, etc.) I have artwork and reference pictures for most, if not all, of the characters but I'd rather have a solid rule set before working on the gravy.
The object of the game is tire out or kill your opponents character by fully depleting their deck or maxing out their stun meter respectively. Attacks are played on the table like monsters in Yu-gi-oh or Magic. Normally only one attack can be used per turn, but most attacks can be combo with each other for added damage. A ''meter'' limits the number of cards the player can combo during their turn which functions like Mana, again, in Magic the gathering. Cards, and Meter used during the players turn are taped until the start of their next turn. Most attack cards have blocking effects that only work while they are tapped, preventing the opponent from attacking the players character directly. Blocking effects function like the attacks stun meter, as they are removed from the game when they take too much damage.
That's the basic gist of DvD. My problem with it is that I'm afraid of making it too similar to the game it was inspired by, Yomi. I actually only found out about it after I started work on an early version of DvD that functioned almost exactly like it. More of a discouragement than I needed.
Last there's Level V the far less developed idea of the two. Two to four players use starter decks and characters to traverse a ''game level'' depicted through a separate deck of cards. The objective here is to complete as many missions and traverse as many obstacles as possible. Players can win the game by controlling the only live character in the level, or lose by fully depleting the Level deck.
For what I'm planning right now Level E would derive heavily from Spades and platforming video games. The only issue I have with this idea is the lack of solid ideas flowing in.
I'm happy to answer questions, and more than happy to get feedback on how I can make these games better. If nothing else I'd especially favor ideas concerning Dragons.Versus.Demons (or ideas for a better title at that) as Level V is more of a side-project. Thanks in advance, and I'm looking forward to learning more about BGDF.
You've helped a lot! No need to worry there. I do have a back story working out, but I didn't think it would have much relevance just yet. If you think it would help out though, I don't mind sharing.
Basically the setting is a medieval world where dragon kind reigns as the most powerful sentient species, on that particular world. Despite this the species as a whole wants top be left alone and rarely interact with humans and the like, most going as far as avoiding them outright. The ''main antagonist'' right now (and one of the playable characters) is a Beelzeblub, a demon from another dimension who's ability is on par with, if not surpasses, the majority of dragon kind. He watches the other world and schemes to rule over the dragons, feeling that they weren't living up to their true potential. This is where the game's story actually begins, with Beelzeblub and his servants (including the other three characters on the demon's side) traveling into the medieval world to conquer it.
That's where the working title Dragons.Versus.Demons come in, as the dragons aren't willing to submit themselves and their home to the demons. You've given me some good ideas for new names but I think I might stick with the current working title until I get the game play set in stone for testing. ''Void Worlds'' is speaking out to me though.
I made an example card to give a better example of the rules I presented in my first post.
http://www.bgdf.com/sites/default/files/images/DvD.preview.jpg
This is only an example card. Although it does feature one of the playable characters, Hide, throwing a punch. In numbered order:
1)Combo Dial. All attack cards come in one of four types. L, M, H, and S representing light, medium, heavy, and special attacks respectively. The letter on the left-most corner shows the card type (in this case, L) while any other letters to the right of it shows the cards that the player can combo after attacking with the card.
2)Cards Name. Has no significant use in game.
3)Energy Cost. How many energy cards, or mana, the player must tap to attack with the card. Ultimately how many cards the player can use during their turn depends solely on how much energy they have untapped. Huge combos are possible, but leave the player with few options outside of attacking.
4)Battle Type (Attack). The attacking side the card. After attacking the player flips the card to the blocking side until the start of their next turn, when its flipped back to the attacking half.
5)Battle Effect (Attack). The effect of the card, which activates after the player attacks with the card.
6)Damage. How many points of damage the attack does to another card or a character.
7)Battle Type (Block). The blocking side the card. After attacking the player flips the card to the blocking side forming a defensive barrier between their character and the opponents attacks.
8)Battle Effect (Block). The effect of the card, which has a continuous effect.
9)Block Damage. How many points of damage a card can take before it is inevitably destroyed in battle, and sent to the players discard pile.
As for an actual rule set, I'm working that out to showcase now. I'm having a lot of trouble with two important game play elements that I might have to leave out for the time being. Assist attacks, and Team play. Each player is supposed to play two characters at once but I'm having issues figuring out how not to make the table too big of a mess with four decks and two mana piles.