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Mar 13 2009, 8:34 pm
By: Lord Malvanis
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Mar 13 2009, 8:34 pm Lord Malvanis Post #1



Please close this topic, it has not served its purpose and never will.

Post has been edited 3 time(s), last time on Mar 25 2009, 7:32 pm by Lord Malvanis.



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Mar 13 2009, 8:40 pm Devourer Post #2

Hello

Well... yea, the model looks good, but the card looks stupid... no blends etc.

one question and some ideas:
-> for what is the "level" amount?

Do you know the cardgame "Magic"? It was really good, you should use extra abillities and such "land" which you require to cast an unit.

BTW, your signature says that you support good grammar... wow, your grammar isn't really good xD




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Mar 13 2009, 8:44 pm Lord Malvanis Post #3



Quote
BTW, your signature says that you support good grammar... wow, your grammar isn't really good xD
Just to get this out of the way, I'm not really in the mood to sit there and pick at every little error.

But yes the card needs a blend or two, my main thoughts here are about how the game should work.
Level distributes how powerful your card is, in yugioh your attack shows how powerful you are, in this your level does.
The game has 9 levels, 1-3 would basically be weak, 4-6 would be medium-high, 7 would be strong, 8 would be semi-godlike, and 9 would pretty much be a ownage card. At least thats what I think it should be. Its subject to change.

I'll start the next card.



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Mar 13 2009, 8:47 pm Devourer Post #4

Hello

Please, Yu-gi-oh is such a cardgame for 5-9 year old kids >.< you should try something else... in my opinion Yu-gi-oh sucks



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Mar 13 2009, 8:51 pm Lord Malvanis Post #5



Quote
Please, Yu-gi-oh is such a cardgame for 5-9 year old kids >.< you should try something else... in my opinion Yu-gi-oh sucks

I never said it would be like it, It was an example.
If you feel it shouldn't be this way, perhaps you can support your answer with how you think it should be.
I am open to ALL suggestions.



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Mar 13 2009, 9:28 pm chuiu Post #6



So its pokemon without special abilities? You're intentionally making a dumber card game?



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Mar 13 2009, 9:32 pm ForTheSwarm Post #7



The graphic could be A LOT better. Use something other than paint pl0x.



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Mar 13 2009, 9:36 pm Lord Malvanis Post #8



[quotename chuiu]So its pokemon without special abilities? You're intentionally making a dumber card game? [/quote]


[quotename Lord Malvanis]I never said it would be like it, It was an example.
If you feel it shouldn't be this way, perhaps you can support your answer with how you think it should be.
I am open to ALL suggestions.[/quote]



None.

Mar 13 2009, 9:41 pm ForTheSwarm Post #9



Quote from Lord Malvanis
I never said it would be like it, It was an example.
If you feel it shouldn't be this way, perhaps you can support your answer with how you think it should be.
I am open to ALL suggestions.

Could you elaborate on the differences?



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Mar 13 2009, 9:44 pm Lord Malvanis Post #10



The card is really just what I made in about 20 minutes.
The game has nothing to do with crappy yugioh or pokemon, I just need ideas.
I'm still thinking myself.



None.

Mar 14 2009, 12:42 am Kellimus Post #11



Quote from Lord Malvanis
The card is really just what I made in about 20 minutes.
The game has nothing to do with crappy yugioh or pokemon, I just need ideas.
I'm still thinking myself.

Well isn't that the point of creating your own game, thinking of things on your own, or taking inspiration from other games like yours, that are already made?

If you're going to make a "TCG" make that shit like Magic the Gathering.

Hell, steal all the rules if you have to, just make it like MtG because MtG is bomb.



None.

Mar 14 2009, 1:23 am ClansAreForGays Post #12



Quote
BTW, your signature says that you support good grammar... wow, your grammar isn't really good xD
I'm pretty sure he copypasted that signature cuz he thought it was funny, not because he believes in it(which you can tell alot just by reading his posts)
I personally think it's stupid.

Also, after many years yugioh is no longer a bad card game. It really does have skill and depth like mtg, just not the same kind as mtg. A few of my friends are die-hard fans and would not play mtg unless I played as much yugioh, and after a while it starts to get fun.

Anyways, I think you should start with mtg's rules, and from there mess with things to your liking. Like yugioh's face-down mechanic is cooler than mtg's lame morph mechanic. What I'd like to see in a card game is increased value in predicting your opponent. Like you set a card face down, and it has a list of things the opponent must do next turn. If it is true then you can bring out something big, or take out half their stuff.

I'm pretty much satisfied with mtg though because it is structured the way I think a good TCG should be. I would just tweak some things concerning the damage step and spell resolving that I think is stupid.




Mar 14 2009, 1:29 am ClansAreForGays Post #13



Also, one of the most important parts to a card game is how spells resolve on a 'stack'. Every game I've seen uses FILO(first in last out), but it might be cool(and very different) if your spells resolved differently than this universal given.




Mar 14 2009, 1:46 am Hug A Zergling Post #14



I tried this SO many times when I was 10 - 11



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Mar 14 2009, 5:11 am Pigy_G Post #15



What if you combined something like Risk and a Card game. Basically you have a flat paper or cardboard board. There is a large field of spaces that cards and 'Powerups' can be placed. Powerups give cards a different attribute, and abilitys that cards have can sometimes only be activated with certain powerups equipt. Different spaces give different bonus's like a steady increase in 'Life' or a defenseive positon. You basically can surround your opponet. Each 'base' has 3 Spots that cannot be normally used by enemys. Enemys can only attack your base if they get to an ajacent slot or have an ability to allow then damage from a distance. I think it would be cool to have abilitys based on the field like 'Swap' which switchs the place of two units or. 'Trap' and you lay a trap which does different things to enemy units. You could make it so if a card is in a defensive positon, it defends well against the faceing card, and decently against the two ajacent to it, the cards behind it however get free reign to smash the shit out of it.. anyways I think a lot would be possible with this system. Think about it.
Quote
BTW, your signature says that you support good grammar... wow, your grammar isn't really good xD

Dev, you do this a lot. Nothing personal but your grammar is also quite bad. And you make many spelling mistakes. I know you're not from the U.S but you really shouldn't criticize people.



None.

Mar 14 2009, 9:13 am InsolubleFluff Post #16



Be like what Guild Wars is to World of WarCraft.

Guild Wars took MMO, then beat grinding out.

Now you take TCG and beat card pre-requisites out. Let the player place any card, where strength is in strategy, not luck of the draw.

This mirrors Guild Wars because, in Guild Wars, strength comes from spell combo, not item quality.

Factors like Atk, Def and HP. Should, help the card, not define the card.

Limit cards drawn from Deck, to 1 a turn. It should be at the end of your turn.



None.

Mar 14 2009, 9:42 am Kellimus Post #17



Quote from Pigy_G
What if you combined something like Risk and a Card game. Basically you have a flat paper or cardboard board. There is a large field of spaces that cards and 'Powerups' can be placed. Powerups give cards a different attribute, and abilitys that cards have can sometimes only be activated with certain powerups equipt. Different spaces give different bonus's like a steady increase in 'Life' or a defenseive positon. You basically can surround your opponet. Each 'base' has 3 Spots that cannot be normally used by enemys. Enemys can only attack your base if they get to an ajacent slot or have an ability to allow then damage from a distance. I think it would be cool to have abilitys based on the field like 'Swap' which switchs the place of two units or. 'Trap' and you lay a trap which does different things to enemy units. You could make it so if a card is in a defensive positon, it defends well against the faceing card, and decently against the two ajacent to it, the cards behind it however get free reign to smash the shit out of it.. anyways I think a lot would be possible with this system. Think about it.
Quote
BTW, your signature says that you support good grammar... wow, your grammar isn't really good xD

Dev, you do this a lot. Nothing personal but your grammar is also quite bad. And you make many spelling mistakes. I know you're not from the U.S but you really shouldn't criticize people.

Never played it before, but its been done: Stratego



None.

Mar 17 2009, 1:35 am JamaL Post #18



Card design uniformity and game rules, first.

Something like this may help you.



None.

Mar 17 2009, 2:10 am l)ark_ssj9kevin Post #19

Just here for the activity... well not really

I'm actually tempted to make a SC TCG



guy lifting weight (animated smiley):

O-IC
OI-C

"Oh, I see it"


Mar 17 2009, 2:35 am ClansAreForGays Post #20



Quote from l)ark_ssj9kevin
I'm actually tempted to make a SC TCG
:shocked:

Let's do this thang.

Quote
Dev, you do this a lot. Nothing personal but your grammar is also quite bad. And you make many spelling mistakes. I know you're not from the U.S but you really shouldn't criticize people.
The difference is, Dev doesn't have a hypocritical signature saying he's a grammar nazi.

Post has been edited 1 time(s), last time on Mar 17 2009, 2:50 am by ClansAreForGays.




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