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TIGSource ForumsCommunityJams & EventsCompetitionsOld CompetitionsAssemblee: Part 2Oryx collectable card game [unofficial non/semi-assemblee entry]
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Author Topic: Oryx collectable card game [unofficial non/semi-assemblee entry]  (Read 7801 times)
Geeze
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« on: January 12, 2010, 06:26:41 am »

http://occg.webs.com/

Website is currently be builded.
[EDIT] And now it's up. Didn├Ąt took long Durr...?

[Original post]
Quote
Title says it all.

So I'm planning to make a cardgame about Oryx's "tiny" characters.  Beer!
It will be playable. DOUBLE Beer!
It probably be online. TRIPLE  Beer!

Basic ruleset:
General Ruleset

Playing table(mock-up, click for larger):

For both sides there are:
-Place for deck
-Graveyard  Hand Shake Left Huh? Hand Shake Right
-6 fields
-4 effect card or spell fields
and your 'hand' is in large empty space
Decks size is about 35-50 cards
And at the beginning both players draw 5 cards to their 'hand'
Turnroutine:
-player draws a card

-plays characters on field (they are tapped then so you can't attack with it on that turn)
-play spellcards, set a trap card etc.
-attack or use abilities with characters on the field
 *you can attack to other players chars OR directly to your opponent WHEN he has no Chars on    the field

how to WIN
You win when other player loses all his hp(20? at start)
Simple.

Cards (the fun part)
All character-cards have these statistics:
-HP, can be decreased by attacking
-AP(attack points), defines how much your regular attack does damage
-Type: One of these
 *Weapon
 *melee(bare hands/nonweapon based)
 *Fire, Water, Earth, Air, Dark, Light, probably more...
 *Ranged combat
-Weaknesses: some from above, that type of attack makes extra dmg.

Abilities (THE REALLY FUN PART):
-Active, can be used instead of the regular attack.
-Passive, is activated when "Triggered".
-Playing properties, restrictions or abilities that are activated when the card is played.
 *Example. 'This card can be played only directly from your hand'

When submitting ideas for cards, use these often to make cards more unique, and because this CCG/TCG is heavily strategy based (not just who has the most powerful card)
And include a picture for the card image 64x64.(with enviromental/etc. backgrounds is always better)

Here's an example:

Elven archer

HP:3
AP:3
Type:ranged combat
Weakness:Dark
Abilities:
Agile:
-Can be played to field without tapping
Arrow flurry:
-Attacks all cards with 1 AP

And any ideas for rules, cards etc. will be appreciated.
« Last Edit: March 12, 2010, 01:34:32 am by Geeze » Logged

Sos
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« Reply #1 on: January 12, 2010, 06:59:31 am »

Idea: Give each card a PIN code. Everyone does that right?
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ecliptic
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« Reply #2 on: January 12, 2010, 07:56:29 am »

Good idea, I can't wait to submit some ideas once we have an idea of the general ruleset.
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moi
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« Reply #3 on: January 12, 2010, 09:51:37 am »

One of the first ideas I had for the assemblee assets was a card game, but I thought it would be too complex.
Good luck Beer!
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J. R. Hill
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« Reply #4 on: January 12, 2010, 01:57:16 pm »

What if it was a game where instead of collecting them all, you have to pawn them all off on the losers? Durr...?
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Kazerad
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Should really make more games.

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« Reply #5 on: January 12, 2010, 02:06:01 pm »

So I'm planning to make a cardgame about Oryx's "tiny" characters.  Beer!
Made me think of this.
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Reiss
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« Reply #6 on: January 13, 2010, 12:33:11 am »

Idea: Give each card a PIN code. Everyone does that right?

QR codes for the ultra-style.
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J. R. Hill
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« Reply #7 on: January 13, 2010, 08:21:16 am »

I don't know why we want codes on the cards, but don't forget punched data input/output cards.
 Panda
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Geeze
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« Reply #8 on: January 14, 2010, 09:32:21 am »

Well at the first milestone i am leaving all the PIN-code, and data rumba away and just do a playable version. Yawn

It is done with VASSAL, a quite flexible board game engine.
When i publish an alpha version out you have to download vassal first.
IMPORTANT[for alpha]: You have to obey rules and add effects on cards manually so there is no automated game-mechanics (Cheating eazy! but not allowed) so it's like playing it without a computer.

And then:
General Ruleset

Playing table(mock-up, click for larger):

For both sides there are:
-Place for deck
-Graveyard  Hand Shake Left Huh? Hand Shake Right
-6 fields
-4 effect card or spell fields
and your 'hand' is in large empty space
Decks size is about 35-50 cards
And at the beginning both players draw 5 cards to their 'hand'
Turnroutine:
-player draws a card

-plays characters on field (they are tapped then so you can't attack with it on that turn)
-play spellcards, set a trap card etc.
-attack or use abilities with characters on the field
 *you can attack to other players chars OR directly to your opponent WHEN he has no Chars on    the field

how to WIN
You win when other player loses all his hp(20? at start)
Simple.

Cards (the fun part)
All character-cards have these statistics:
-HP, can be decreased by attacking
-AP(attack points), defines how much your regular attack does damage
-Type: One of these
 *Weapon
 *melee(bare hands/nonweapon based)
 *Fire, Water, Earth, Air, Dark, Light, probably more...
 *Ranged combat
-Weaknesses: some from above, that type of attack makes extra dmg.

Abilities (THE REALLY FUN PART):
-Active, can be used instead of the regular attack.
-Passive, is activated when "Triggered".
-Playing properties, restrictions or abilities that are activated when the card is played.
 *Example. 'This card can be played only directly from your hand'

When submitting ideas for cards, use these often to make cards more unique, and because this CCG/TCG is heavily strategy based (not just who has the most powerful card)
And include a picture for the card image 64x64.(with enviromental/etc. backgrounds is always better)

Here's an example:

Elven archer

HP:3
AP:3
Type:ranged combat
Weakness:Dark
Abilities:
Agile:
-Can be played to field without tapping
Arrow flurry:
-Attacks all cards with 1 AP


I'll try to make an own website for the game and especially for all the cards
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Dom2D
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I'll do it myself then!

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« Reply #9 on: March 02, 2010, 11:59:36 am »

Is this still happening? I hope so!
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TheDustin
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« Reply #10 on: March 02, 2010, 12:14:51 pm »

Where can you find this VASSAL engine, by the way? It sounds interesting.
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Dom2D
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I'll do it myself then!

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« Reply #11 on: March 08, 2010, 10:02:57 am »


The Vassal Engine is available right here:
http://www.vassalengine.org/community/index.php
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Geeze
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« Reply #12 on: March 11, 2010, 04:46:40 am »

Is this still happening? I hope so!
yeah... hmm, i have to say i abandoned this project almost instantly (and forgot to mention about it), mostly because i wasn't comfortable with VASSAL.
And now i'm going to restart project, this time with Unity.
Some excuses Smiley :
- vassal is bad in visual side.
- it requires players to follow rules by themselves.
-Unity is lot better coding practise
- and it's more flexible, in any ways
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Dom2D
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I'll do it myself then!

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« Reply #13 on: March 11, 2010, 10:19:03 am »

Cool!
Yeah Vassal is not that friendly really... I'm glad to hear you're doing it in Unity.
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Geeze
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« Reply #14 on: March 12, 2010, 12:39:57 am »

And now i'm building up a somekind of website for it.

 Ninja :But the Adress shall remain unknown... for now.
 Gentleman : My Word!

1,5 hours later:
Okay. Now it's up. Website is located at http://occg.webs.com/
« Last Edit: March 12, 2010, 01:32:57 am by Geeze » Logged

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