So I came up with this game idea (actually what game me the idea was final fantasy, but whats funny is, it was final fantasy 10, one that doesn't have a card game (last I checked, unless theres one you unlock later in the game or something, which I doubt...)
Anyways the original idea was a battle on three different fronts, you had the main battle field, where your troops would be, you had the heroes, and the card slots that would affect the other two fields, and then you had a sort of economic front. You had to overpower the opponent on all three fronts, and eventually kill the player himself/herself, as you won on each front you would have an easier time focusing on another, because you had one hand, and two decks, each deck had to have certain types of cards. for example the economic cards and the "spell" cards were together, and the event cards and the troop cards were together.
Now I got rid of the economic front, and made just the battle field.
Each player can have up to 3 heroes, starting with just one.
the battle field starts with these one heroes on the player side.
There are 4 slots for equipment cards, 2 slots for artifact cards (essentially booster cards that benifit troops, such as increasing attack range, damage or movement and such.) and players can summon up to 2 more heroes. no two heroes can share the same name (so no bob the ranger, bob the barbarian, and shining bob, but you could have billy the ranger, bob the ranger, and shining joe the ranger archer dude who is still shining)
if at any time a player has no heroes he is defeated.
there are 7 ability/spell slots, spells and abilities can either be permanantly given to a hero, or cast strait from a troop.
there is also one "free" slot, but only one card can occupy it per turn, if you have an ability there and you want to replace it with an artifact, you must remove the ability that turn, then place the artifact the next turn.
I have special "grids" or growth paths for heroes, essentially leveling, there are ten levels. as long as you have chosen a slot on the grid then you can choose any slot connected to any previously chosen slot.
Each grid is different (and if I ever start selling them, there will be special grid packs) there are three different types of grids.
Linear paths have very little choice, while there are still more than 10 choices, you will be stuck to a set path. These are good if you have a set path for the hero in mind, and need no deviations.
Random paths have a multitude of choices, and a plethora of connected slots, but there is no easily defined path. a +2mp slot may be connected to a +1move slot and a +1 attack slot, and then both might suddenly stop at a +1hp slot.
These are good for heroes who need "evened out"
Unlimited are easier than random but have less connections. there are multiple defined paths, of course you still could choose however you want, but each path may be best for certain hero types (for example a hero with high attack low movement and no range might want a path of speed and range, or maybe wants to be able to use more powerful spells, so needs to follow a mp path. these may be best for players who have certain agendas for their heroes.
Each hero must have his own growth path, each path will have a different look to it (different shapes and paths.)
Since heroes have two cards ( a large card, the main card with all the heroes stats (ie, the heroes hand size, attack, movement, etc., and a small card that if the hero doesnt start in play, is used to bring them into battle (multiple summoning cards allowed, but once in play, the hero can never be summoned again for that player, at least not in that combat hahaha)
(heroes will randomly be in the growth packs, so if I sell this game, and you bought a growth pack, youll get a certain amount of paths and maybe a few heroes with their cards.)
I also wish to have summons (probably the second thing Im copying from final fantasy) each summon comes in differently than troops, instead of appearing on the players side, they temporarilly replace the hero.
Oh I forgot to mention the "skill" system. each troop and hero has certain "skills" these may be labeled fire 1/3 magic 2/4 sword 2/2 or racially such as dragon 1/5.
The first number is the characters skill level, certain cards may raise these levels, but never above the second number.
Spells and abilities require certain skills or just a skill to be used (meaning a giant who is fire 1/3 could use a fire spell that is level 1, even if it has low mp and is built primarilly for melee combat)
certain spells/abilities require different skills, some skills can be interchanged if the card says so (fire1/3, magic 2/3) or some must be together (fire1/3/magic2/3) and some cards may allow interchanging multiple requirements (fire1/3/magic2/3, magic1/3/dragon1/3)
I mentioned earlier that I had two decks, I still have that as a plan, the idea is since a players hand is determined by their heroes, they must choose which pile to draw from, Items/events/heroes are in one deck, and artifacts/troops/spells are in another. You only draw one card per turn per hero, (unless one of the paths increase draw rate) so its a choice that must be made.
I think Ive mentioned all I have so far. ( I have not made any cards yet)
Im not sure how to determain what troops may be brought in.
I am not wanting to use mp, even though spells and abilities can only be used one at a time once in a round in place of attacks, Im currently thinking of basing it off of character level, and only allowing maybe one or two troops called at a time.
I kind of want to add a city/economic aspect to the game, but not sure if that would be a good idea.
aside from those two issues, what do you think?
any help or info? ideas?
Well troops can attack heroes, and thats the idea of the troops, to kill each other and the heroes.
I was also thinking a chess like directional attack system, but I discarded that idea.
Heroes will have greater health, and have a decent attack
For the leveling system, I was thinking each level of creature contributes to the level, and a hero needs x amount of levels killed to gain a level
and the gained skills are marked by small tokens placed upon the chosen stat
and im not trying to copy ff10, mostly the level idea came from it
(I have made it a personal life goal to play every final fantasy game, within reason of course, like not 12 and 14 unless I actually get the chance...so far I have made it to 10
I also thrive on complicated things, I cant do simple, I have tried...even as a child in school, simple projects were always either complicated or boring.
(example is in the game...I wanted to make a card game....it started simple enough..t.hen it evolved...and evolved...)