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TCG Design Log 3 - Life: The Little, Subtle Mistake 

tcgAcademia
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I continue walking through the design process of creating a tcg from scratch. At this point, we've fixed the major, game-breaking problems in the initial design, and unfortunately this reveals some other problems in how our concept matches up with our gameplay mechanics. i.e. - they don't.
(This game is not for sale, and probably never will be.)
Once again, I've used a brief clip from Mazumaro's Hololive Bad End animation, and once again I highly recommend checking it out.
As far as actually designing the game, the stuff covered in this video took the most time, just because there were so many options to sift through. I was fairly confident things weren't working, but finding something that did justice to the concept took a lot of thinking. Between this video and part 4 (probably the final part), hopefully people get a little bit of inspiration - just because nothing seems to work doesn't mean your game is doomed. Inspiration can be really stubborn, but when it hits, you can end up with something really cool. You just need to be very aware of what specific problems you have to work around, and just keep trying new ideas until you get one that works. See you in the next one!

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13 сен 2024

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Комментарии : 64   
@RarecuisineSaucegod-ig8bc
@RarecuisineSaucegod-ig8bc Год назад
"The more I worked on it, the more it felt like an imitation of another game" I am glad I'm not alone in my frustrations
@tcgacademia
@tcgacademia Год назад
I think that's a really common point to get to when making a game. Letting people they weren't alone in that problem was one of the things I really wanted to communicate in this video. :)
@RarecuisineSaucegod-ig8bc
@RarecuisineSaucegod-ig8bc Год назад
@@tcgacademia thanks for the upload, Im always looking forward to your next one
@nemasis505
@nemasis505 Год назад
There are 2 types of game creators they are "inovators" and "Elevators", doesnt really matter wich one you are. At the end of the project they might be similar to others or completly diferent but when ur done they will always take a special direction and will have something unique. When you look at heartstone early on it was really close to MTG diferent but similar"i think you know what i mean" but now heartstone plays completly diferent from MTG since it has alot of RNG based mechanics, as the games progresses you will have control on how it moves foward, if u like RNG add rng factors to it or just avoid rng entirely.
@tcgacademia
@tcgacademia Год назад
@@nemasis505 Really good point! Even personally, my favourite game is Wixoss, and there's not much it does that's really revolutionary - it's more taking a cardfight Vanguard-style game and tuning it to play like a work of art. Evolutionary and iterative rather than novel and innovative. So yeah, just because your game is similar to another game isn't necessarily a reason to give up.
@scallyshell
@scallyshell Год назад
A lot of cool insight here! I would love an in-depth video on your play testing process - stuff like identifying problems, how you know if something is wrong with the individual cards vs. the system itself, what things you take note of during playtest games, etc.
@tcgacademia
@tcgacademia Год назад
That's one kind of video I do want to make in the future, so I'm glad there's interest in it!
@the7569
@the7569 Год назад
Not only was this video informational and very well made as usual, but there was even a kamen rider ryuki reference? That msde ny day lol
@tcgacademia
@tcgacademia Год назад
It wasn't quite as big an influence as the Bad End animation I've featured a few times, but Ryuki definitely inspired a lot of the mood and feeling I was trying to create in the game. Always glad to run into another Ryuki fan!
@ankyloinc.
@ankyloinc. Год назад
I was a little iffy on the mechanics and ideas, but god damn, after this revamp it looks sooo much fun to play!!! Keep up the good work!
@tcgacademia
@tcgacademia Год назад
Thanks! There were some interesting ideas from these early stages of design, but this is around the time I started really dialing in on what I wanted the game to do. Next video is the last one for this game, so I'm excited to see what everyone thinks of where the game ended up!
@cireeeeeX
@cireeeeeX Год назад
If your eldritch lord being defeated is What loses you the game, and it’s you playing the seals that unveils it and makes it fightable, what’s to stop/disincentive you from just refusing to unveil it?
@tcgacademia
@tcgacademia Год назад
I forgot to mention it in the video, but revealing one of your Seals was now a mandatory action at the start of your turn, just like drawing a card. Definitely good to watch out for rules traps like that, though!
@therisingtithes
@therisingtithes Год назад
I already adore these videos and your overall process, but that Kamen Rider Ryuki reference definitely made this even cooler for me, if I’m being honest.
@tcgacademia
@tcgacademia Год назад
It's really cool seeing how many Ryuki fans are watching! And yeah, the name "Mirror World" felt like a good fit - the fact it was also a Ryuki reference just felt perfect.
@Flen-vf9yx
@Flen-vf9yx 5 месяцев назад
these videos are awsome, i love all the content ive seen so far, and ive blasted through like 25 vids or something, the last two day Not only are these videos fascinating, in and of themselves. These videos are also just a great shortcut, I really like when you go through different systems and talk about pros and cons of mama systems, health systems etc. These vids are so good that i wanna download all of them so that i can be sure that i can always acess them forever, even if you where to delete your channel or something
@tcgacademia
@tcgacademia 4 месяца назад
Thanks! I definitely get the feeling of wanting to backup everything I really like on youtube just in case it gets taken down or vanishes - I'm planning to stick around for a while, so hopefully nothing happens.
@Flen-vf9yx
@Flen-vf9yx 4 месяца назад
@@tcgacademia The cheapest way to do this i can think of is, probably just to make a second sock youtube account and upload all the videos but private them. And then you have them on a second private channel on youtube, so they should be safe even if something bad happens to this channel
@niteliniN
@niteliniN Год назад
all this is good content!, I made a hibrid between wargame and TCG and a lot of points you've discussed in this series of videos were brought up at the table (even before I was aware these concepts were a thing).
@000Zevuel
@000Zevuel Год назад
Love these. Really making me want to pick up one of my old ideas and work on them after I'm don't this season of Ceremonies.
@tcgacademia
@tcgacademia Год назад
Always cool to see an overlap between the Wixoss and game design sides of the channel! Good luck with your Ceremonies, and as someone who has tons of old projects sitting in various boxes, picking up an old game you've built is always neat, both seeing what was fun in it, and seeing what you'd maybe do differently now.
@LifeBurstPodcast
@LifeBurstPodcast Год назад
Awesome to see the game still evolving. Some of these changes are pretty exciting!
@tcgacademia
@tcgacademia Год назад
Even if it's just a game I made to highlight design process, I'm still pretty excited to reveal the final rules system in the next video!
@vala32
@vala32 5 месяцев назад
Your life system is pretty genius. I might take some inspiration from it.
@tcgacademia
@tcgacademia 5 месяцев назад
I didn't end up using it in the final version, but I think the life system here pretty neat and worth exploring - happy to hear you found it interesting!
@lucaskollet797
@lucaskollet797 Год назад
But If the Eldritch lord revels wore the win condition It self, and you figth to disrupt the oponent ritual
@tahiryaqubov3548
@tahiryaqubov3548 5 месяцев назад
The power of boss is degreading in every video without noticing..
@tcgacademia
@tcgacademia 5 месяцев назад
That was another issue! If the goal is to defeat the boss, you need to give it lower power so you can damage it (like One Piece leaders). Which just makes the boss feel weaker.
@goncaloferreira6429
@goncaloferreira6429 Год назад
questions after a quick first view: 1- are you working alone on the game? focusing on the mechanics of the game and on the feel of it at the same time can be hard. like with text and illustrations it can be a good idea to focus on one at a time or search help. 2- the look of the game sure looks familiar. Having new ideas is very hard. 3- so what were your inspirations for this game? anime? 4- the game needs variety. what typesof tdecks are there? what type of e.lords? as a concept have you considered that not all e. lords will be subtle? 5- in your opinion what would this game/ this ideas offer to players that they cannot find somewhere else on the market?
@tcgacademia
@tcgacademia Год назад
1) Yep, this is a solo project. I think there's pluses and minuses to going it alone at this stage of the design process, but basically any point after this you definitely need other people to help out. 2) If you're talking about the art, then there's only so much you can do with borrowed art. I do feel like there's not much urban fantasy in card games - a lot of it tends to be more classical fantasy. If it's the gameplay, then yeah, it was definitely starting to look pretty derivative at this point. 3) Anime of a certain genre, but also a bit of urban legend and Lovecraftian horror. 4) At this point I'm still locked on trying to get a good game loop with some design space to explore. That being said, now that I've settled on the rules I've started exploring a few different archetypes, some faster and more aggro, some slower and more controlling. I've got 4 pretty settled so far, and it feels like there's tons of design space to work with. I'll probably do a video on it at some point in the future, since developing archetypes is a pretty important part of building a tcg. 5) I think urban fantasy is a somewhat underutilized genre in card games - Netrunner is the only other game I can really think of that heavily focuses on a city setting. The next rules revision ended up in a spot I feel is reasonably unique as well - I'll be going over that in the next video. Thanks as always for the hard-hitting questions!
@goncaloferreira6429
@goncaloferreira6429 Год назад
@@tcgacademia thank for answering my questions. keep at it.
@kagemushashien8394
@kagemushashien8394 Год назад
How about do what I'm doing, include it ALL! like what idea you are going for will be the main game while the other ideas if you still like them be a little format spin-off, like how I made a boss rush like format into mine, I could create another game just for that, but I didn't like that and want to include my game in just about everything I create, so I created a format to suit it. I basically have 24 formats, 12 players are familiar with, like: Draft Casual (a watered down game, some stuff are taken out so it won't complicate the game nor will have huge meta competition like YuGiOh, its basically anime Yugioh if you know what I mean) Noob (placeholder name for a format for new players, just the bare tactical strategy and when the get the drift move up to casual which will include more stuff) Tournament (basic tourney rules and the main one) Melded World (another placeholder, basically every card is legal, let the chaos commence). Multi-player. And 12 others that I happen to be fond of because they are different from others, like Bounty (you get a bounty, defeat that opponent to win the game before the others get theirs), Boss Rush (you choose your units from your deck, I believe I put down 24, and utility cards, you loose if those cards are defeated, still figuring it out but each time your opponent attacks a card is revealed and either immediately puts on the field or activated), etc. I'm trying to make sure that I make them so they can be universal with one deck. If you find yourself going to make a huge decision, maybe you can split the game in half, one side has it while the other does not, choose one to be the main game and the other a spin off format, that way players can choose which one they would like to play instead of being forced down a one way path that probably gets a bit boring, it's like playing the same Yugioh over and over again, but there's only that meta tourney format which the game is broken, if there was multiple you can focus on fixing that format while others aren't leaving the game and instead playing a different one for not. Remember, not all need to be split, sometimes it might not be great as a different format. For my Tourney it includes every ounce of my game but it has a ban list (for those that I make that are too OP by itself). And a Restraining Order list, which think of it like this: Think of Yugioh for example, if 1 card combined with another is VERY OP, instead of banning one or all, tell them that that those cards cannot be in the same deck. That way when powercreep acres it's ugly head, it will be forced in a box which I have control over unlike the other card games struggling, I found a way to quarantine the virus so it won't hurt the rest of the game especially when I delete the problem, I made it so the rules can be versatile, and if a card has a key word that makes it OP I can Errata text it easily by including the Overwrite mechanic which I simply Overwrite it's keyword ability so things don't get stale and the card does not run away with an OP ability, like if the card does not say Once Per Turn and is spamming and is ruining the game, I can Overwrite an OPT into it, the old cards will be playable but every judge should have a list of Overwritten cards so the old cards should be playable but players should also receive a heads up when a card is about to and is Overwritten. That way you can keep those outdated cards but you must also know the Overwritten ability too, a quick search shall do, and I'll allow people to Overwrite the card themselves with White Out (if possible, or a better one, write it on a piece of paper and slide it into the card sleeve so the card isn't ruined but you'll know what it now says) and write what has been Overwritten, if they dare write what is not written, their deck will be Immediately Disqualified. I can quickly change the game rules depending on what's OP, what kind of card I'm creating, and what is needed, I prefer to have a game complete with ways to avoid powercreep the best of my ability, and if you are board with my game, there are 24 exact formats to mess around with, and one of them will be called House Rules, to further add variety, it has its own taste to appeal to a certain group but all in all its flexible enough to pull in alot of people, I hope, because one of the new features I created is tactical depth, one card type is like a Pokemon card with multiple attack/defending types, they can use it to attack or block, and it's most likely people will go for them unless I make the others niche as well, but the problem lies is the attack types, 4 of them: Melee: Basic, nothing special. Range: Does not take damage when it's blocked but can also attack certain others individualy like Flyers and only take damage by certain others like Range etc. Spiritual: a attack that is out of your control, you can say luck based but only a few cards will have that. Here's what you do: Roll 1 Flip a coin, heads is a ➕ tails is a ➖ (don't have a coin just Roll the die, 1-3 = ➖ 4-6 =➕.) Roll 2 Example: Roll 1 is 3, Coin is Heads, Roll 2 is 4, the sum is 7, and if you're attacking a unit it gets a +00 at the end, if opponent well just use the sum as it is. Environmental: whatever attack your opponent picks your unit will gain that attack and it's ability, basically a Yugioh Copy Cat card, using the opponents weapon against them. Like Pokemon some attacks have abilities like a fire sword will evoke an ability that resembles getting burned. To me I call it depth for I can create just about anything, but what do you think? *Sorry That You Had To Jump Over The Great Wall Of China Text.*
@tcgacademia
@tcgacademia Год назад
Formats are kind of interesting - on the one hand you want to be able to clearly say what the core rules and regulations of your game is without having to add an asterisk and dive into explaining all the other formats that work differently. On the other hand, being able to support formats like draft and multiplayer from the start is a really good boost to a game's appeal. Although for this game I'm still at the point of finding even one variation that actually works XD
@Zetact_
@Zetact_ Год назад
From my perspective the flavor of avatar-style card games is really different from ones that don't have avatar cards, just as a rule, and that might be why the game had a big feel of being more like Vanguard or Wixoss, because if the concept of the decks that the game is centered on is building towards summoning an avatar card then it is one of those games. With the explanation of the reworked seal system my immediate thought is that it would be the sort of level of impact as one of Yugioh's older alt win cons like Destiny Board, Final Countdown or Exodia, both of which are extremely impactful and get the intended feel across because they are alt win conditions. Well, Exodia has kinda been diluted into solitaire but back in the day when the only way to build Exodia was to make a stally deck it really does sort of have the feel of an eldritch monster slowly approaching when you like destroyed a Sangan and see them add an Exodia piece. The entire game would become a race to beat your opponent before they draw into all 5 pieces, or if you're lucky you might even be able to snipe one. With how famous and popular Exodia is, I don't think it would be a BAD idea to take him as an inspiration for how the mechanics of a game centered around summoning unstoppable sealed gods could work. It just seems kinda weird for a game with the core concepts Mirror World has to not be able to work an Exodia equivalent using its core rules. I also recall playing a little bit of OverDress Vanguard via the video game and the ridiculousness of some of the decks like the meteor one that does almost nothing for the first few turns but when it hits Grade 3 starts having access to being able to wipe your entire board for free and having the Vanguard swing for like Critical +4. The only practical way to beat the deck seemed to be to just go full defense and let it deck itself out because all the searching and Soul Charging it does makes it chew through its deck at a ridiculous speed. While the aforementioned, "This feels less impactful because it happens every game" is in play, making the alt win con of deckout being transferred to the primary win con probably did get a similar feel across that Mirror World is aiming for. I think that the core of what I'm just sorta thinking out loud here is that the primary issue with the rules up to this point IMO is just the lack of different victory conditions. For the feel of the game, being able to win prior to the Lord even appearing, or the game being designed such that winning without directly beating the Lord via something like deck are practical strategies are probably how the game could have its intended feel.
@tcgacademia
@tcgacademia Год назад
Funny you should mention winning by deck out.... That actually comes up in the next (last) video! But yeah, you hit one of the really big points - the way the Lord and life system were set up, it really limited the options you had to play around with. And like you mentioned, avatar-style games do feel quite different from games without a central avatar, and that feel just didn't quite work with what this game was trying to do.
@comettcg8830
@comettcg8830 Год назад
just wanted to share my experience using similar mechanic as "field gradually increasing from 1 to 5", as I used literally that, problem I encountered was it was miserable for player going second as they will always behind in field size. It's far worse in my game because the resource is tied to your unit on field lol. fortunately found some way around it
@tcgacademia
@tcgacademia Год назад
Good point! I was definitely starting to run into that problem as well. I had figured since that's basically how lands worked, it couldn't be too bad (note to self - never use lands to justify a game mechanic), but a field limit feels much more restrictive than being behind on lands. It wasn't the main reason I moved away from this iteration, but it definitely didn't help. Glad you found a way to make it work!
@comettcg8830
@comettcg8830 Год назад
@@tcgacademia this ultimately falls under "first player advantage", and land also has this drawback, but it helped by other aspect, namely summoning sickness, if both player play 1 drop in 1st turn, on the first player turn 2, he could summon 1 creature, but he only had 1 attacker against 1 blocker, making it even on combat, also I think they are aware of these, hence they make (supposedly) purely reactive card cheaper like counterspell, all in all when all 'imperfect' mechanic just come together and it works is the beauty of card game 👌 also in my case this was super miserable because I used Weiss resource gain system, unit attack gain you resource, and by this gradual field you can imagine how far leading the first player are
@ATable4You
@ATable4You Год назад
I am glad I found this video because I am also having the same troubles with my TCG. I thought about using a level-up mechanic for "Heroic" characters, but I felt like I was ripping off Vanguard / Grand Archive / WiXoss and somewhat ripping off BSS and Duel Masters.
@tcgacademia
@tcgacademia Год назад
Part of the issue is I think level-up central characters like in Vanguard / Grand Archive / Wixoss are actually really good design. So it's really easy to keep getting drawn towards them when making a game because they are just legitimately good mechanics. The trick is finding some new angle that makes the game stand out past the leveling up characters. I didn't mange to quite do that here and ended up going a different direction instead, but I'll probably keep playing around in this design space for tons of projects in the future. Good luck with your game!
@ATable4You
@ATable4You Год назад
@@tcgacademia Thanks for the reply! And I have been thinking about how to implement the level up mechanic in a slightly different way. Now I just need to grind out some more ideas and designs!
@Sp1cyP3pp3r
@Sp1cyP3pp3r Год назад
nice gameplay but why increments of 1000?
@tcgacademia
@tcgacademia Год назад
Aesthetic, mostly. I tried a single number, but it ended up looking small. It doesn't pop out on its own in the design of the card as much, and would likely need a dedicated text box or something to make it more obvious. Plus I made a Front card based that could attack (an underworld assassin), and gave it power 2 - which is a neat trick to show the power scale of the eldritch beings. It avoids the "Emrakul eaten by 15 (flying) squirrels" flavour issue games like MTG can run into.
@JFingle
@JFingle Год назад
Let me know when your ready to work on another game.
@berrykadoka
@berrykadoka Год назад
Well, I can say that my card game concept kind of had the opposite problem that yours did during the first play test. My play test participant told me that he understood the gameplay and was having a blast playing my game, but even after what must have been dozens of turns neither of us could make any headway towards actually winning. The victory condition was too difficult to reach as the opponent had too much time to counter any offensive, and vice versa.
@tcgacademia
@tcgacademia Год назад
Oof. One of my first experiences building a tcg system ran into the same problem. The gameplay was fun, right up until you realized the game had to end at some point, and both players were a long way away from actually ending it. It's probably one of the reasons I love Wixoss so much - the direct LRIG attack is a really good way to keep the game moving even if attacking through the field starts to get difficult.
@berrykadoka
@berrykadoka Год назад
@@tcgacademia my more recent drafts have resolved the issue with a more standard life system that was missing in that initial case
@zlothz
@zlothz 11 месяцев назад
I watched Log 2 before this and notice you mentioned exploring consumable & renewable resources systems in both. Have you considered a renewable system that does not automatically reset each turn, but is instead tied to some other action or exchange? For example, one may need to discard in order to untap.
@tcgacademia
@tcgacademia 11 месяцев назад
I didn't think of that, although it does sound like an interesting idea to explore. For this one I ended up with something that worked well enough (making the final video keeps getting interrupted, but I'm excited to see what everyone thinks of the final system).
@nemasis505
@nemasis505 Год назад
I watched your vid twice i the last few days, and i tried to look a possible fixes for ur game and this is the idea that i come up with, have u consider the early game of ur game to unleash ur lord and making teh win con sealing ur opponents lord ? ill try to explain it the best i can. u start with your lord hidden"like u wanted", the first 2 or 3 turns u work to unleash it full power and unkillable. make this phase 100% of the time for both players with diferent dynamics and playstyles some boosting "seals mechanics", "resources or card draw" or even raw creature power to contest the field or even spells tto avoid the field entierly. during ur mid game u work towards weakening ur opponents lord with "Seals" meaning the game resolves around trying to seal ur opponents lord while not letting him seal urs. Late game kill ur opponent lord as win con, by making killing ur lord as a win con and requiering ur lord to "DO IT" it creates a unique dynamic around the field, making in a sort of a race that can go back and foward.
@tcgacademia
@tcgacademia Год назад
That's pretty close to what I was going for. I think I could have kept working on that direction, but I ended up finding a different direction that worked out a bit better. I'll go over the final rules version in the next video, so hopefully it's interesting!
@j453
@j453 Год назад
I'm really curious how you make your test play cards. Do you already have a video about it by chance? If not would you consider making one?
@tcgacademia
@tcgacademia Год назад
I don't have one, but I'm making one right now! It's been asked a few times before, and it seems like a good idea - it's a question that'll come up a lot as people start working on designing games. Thanks for the idea, hopefully it turns out to be useful!
@j453
@j453 Год назад
@@tcgacademia thank you sir👍
@giuliorosati3584
@giuliorosati3584 Год назад
Quick question, what did u use to make the design of the cards?
@tcgacademia
@tcgacademia Год назад
For the design, I just put some boxes together in pixlr (an online photoshop equivalent). Then I just added gradients until it looked decent.
@seyproductions
@seyproductions Год назад
So is there a DragReder in this game? 😂
@tcgacademia
@tcgacademia Год назад
Not yet, but now that you've mentioned it there certainly will be!
@admiralcasperr
@admiralcasperr Год назад
These "Lesson N" segments are becoming kinda... obvious? Dont get me wrong, I like the format and respect the work, so what I want to convey is supposed to be constructive in nature. I think that the moral here should be more something like: "L5: in rules concepting, make sure to consider how each pillar-mechanics affects the flow of gameplay." As this part is very much about how the game flows from begenning to end. One could also add: "Pay additional attention to what happens in the last couple of turns of the game, as you can easily forget that, as most work will be done with the early game."
@tcgacademia
@tcgacademia Год назад
It's not exactly insightful, but a lot of the problems I ran into when designing this were pretty obvious in retrospect. Like, I clearly spent way too much time trying to make the Shadow Lord and Seals work, when moving away from them was what finally got the game working. They may be obvious or even cliche, but these points were still the main turning points I ran into in the design process.
@admiralcasperr
@admiralcasperr Год назад
@@tcgacademia in hindsight, I myself am usually dealing with more trafitionally structured games, so it's easier to imagine what a generic game would look like. Although the Seals-Lord mechanic could've been implemented like: You get 5 basic seals at the start of the game. We can keep the lane-banner style of battlefield like in that dragon game (forgot the name). Each seal supports the one creature, we also keep that. Now, attacking an unprotected seal can break it. Special seal cards can be played in decks to reapply a seal. Once all your seals are broken, the enemy phyrexian-eldrazi-sliver horror or whatever enters the game. If it attacks you and you have no creatures to block it, you loose. Reapplying seals will weaken the horror until a regular creature can defeat it. This can be expanded so that fronts can expose seals to attack in the first place to pace the game better and use the seal-mana mechanics. Keeping the eldritch horror a massive eldrazi-like creature makes it so you can't just gang on it without weakening it first. I forget if you had damage or just compared numbers, but either way its either a team effort from smaller creatures, a megabuff battlecruiser style creature or weakening it with seals and/or spells. Powerful static effects on it can also contribute. There's always this "Oh shit" moment when someone plays an It That Betrays, and you really don't want to be on the receiving end of that 11/11 annihilator 2. (My Edh environment is purposefully toned down so that big eldrazi are a big threat.) Immediately after watching the video this came to me so I just had to type it out for u.
@tcgacademia
@tcgacademia Год назад
@@admiralcasperr That sounds like something that would work - there's definitely plenty of solutions out there. If I kept going down the battle-cruiser route, Eldrazi are certainly a good model. Next video is when I go over the final system, and I'm curious what everyone will think of it!
@admiralcasperr
@admiralcasperr Год назад
@@tcgacademia I'd love to give feedback on it.
@kagemushashien8394
@kagemushashien8394 Год назад
How about do what I'm doing, include it ALL! like what idea you are going for will be the main game while the other ideas if you still like them be a little format spin-off, like how I made a boss rush like format into mine, I could create another game just for that, but I didn't like that and want to include my game in just about everything I create, so I created a format to suit it. I basically have 24 formats, 12 players are familiar with, like: Draft Casual (a watered down game, some stuff are taken out so it won't complicate the game nor will have huge meta competition like YuGiOh, its basically anime Yugioh if you know what I mean) Noob (placeholder name for a format for new players, just the bare tactical strategy and when the get the drift move up to casual which will include more stuff) Tournament (basic tourney rules and the main one) Melded World (another placeholder, basically every card is legal, let the chaos commence). Multi-player. And 12 others that I happen to be fond of because they are different from others, like Bounty (you get a bounty, defeat that opponent to win the game before the others get theirs), Boss Rush (you choose your units from your deck, I believe I put down 24, and utility cards, you loose if those cards are defeated, still figuring it out but each time your opponent attacks a card is revealed and either immediately puts on the field or activated), etc. I'm trying to make sure that I make them so they can be universal with one deck. If you find yourself going to make a huge decision, maybe you can split the game in half, one side has it while the other does not, choose one to be the main game and the other a spin off format, that way players can choose which one they would like to play instead of being forced down a one way path that probably gets a bit boring, it's like playing the same Yugioh over and over again, but there's only that meta tourney format which the game is broken, if there was multiple you can focus on fixing that format while others aren't leaving the game and instead playing a different one for not. Remember, not all need to be split, sometimes it might not be great as a different format. For my Tourney it includes every ounce of my game but it has a ban list (for those that I make that are too OP by itself). And a Restraining Order list, which think of it like this: Think of Yugioh for example, if 1 card combined with another is VERY OP, instead of banning one or all, tell them that that those cards cannot be in the same deck. That way when powercreep acres it's ugly head, it will be forced in a box which I have control over unlike the other card games struggling, I found a way to quarantine the virus so it won't hurt the rest of the game especially when I delete the problem, I made it so the rules can be versatile, and if a card has a key word that makes it OP I can Errata text it easily by including the Overwrite mechanic which I simply Overwrite it's keyword ability so things don't get stale and the card does not run away with an OP ability, like if the card does not say Once Per Turn and is spamming and is ruining the game, I can Overwrite an OPT into it, the old cards will be playable but every judge should have a list of Overwritten cards so the old cards should be playable but players should also receive a heads up when a card is about to and is Overwritten. That way you can keep those outdated cards but you must also know the Overwritten ability too, a quick search shall do, and I'll allow people to Overwrite the card themselves with White Out (if possible, or a better one, write it on a piece of paper and slide it into the card sleeve so the card isn't ruined but you'll know what it now says) and write what has been Overwritten, if they dare write what is not written, their deck will be Immediately Disqualified. I can quickly change the game rules depending on what's OP, what kind of card I'm creating, and what is needed, I prefer to have a game complete with ways to avoid powercreep the best of my ability, and if you are board with my game, there are 24 exact formats to mess around with, and one of them will be called House Rules, to further add variety, it has its own taste to appeal to a certain group but all in all its flexible enough to pull in alot of people, I hope, because one of the new features I created is tactical depth, one card type is like a Pokemon card with multiple attack/defending types, they can use it to attack or block, and it's most likely people will go for them unless I make the others niche as well, but the problem lies is the attack types, 4 of them: Melee: Basic, nothing special. Range: Does not take damage when it's blocked but can also attack certain others individualy like Flyers and only take damage by certain others like Range etc. Spiritual: a attack that is out of your control, you can say luck based but only a few cards will have that. Here's what you do: Roll 1 Flip a coin, heads is a ➕ tails is a ➖ (don't have a coin just Roll the die, 1-3 = ➖ 4-6 =➕.) Roll 2 Example: Roll 1 is 3, Coin is Heads, Roll 2 is 4, the sum is 7, and if you're attacking a unit it gets a +00 at the end, if opponent well just use the sum as it is. Environmental: whatever attack your opponent picks your unit will gain that attack and it's ability, basically a Yugioh Copy Cat card, using the opponents weapon against them. Like Pokemon some attacks have abilities like a fire sword will evoke an ability that resembles getting burned. To me I call it depth for I can create just about anything, but what do you think?
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