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My Summer Writing/Game Project


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Poll: Summer Project (4 member(s) have cast votes)

What kind of PvP game do you think I should make?

  1. Tactical RPG (like Fire Emblem, etc) (3 votes [42.86%])

    Percentage of vote: 42.86%

  2. Card game (like Yugioh, etc) (2 votes [28.57%])

    Percentage of vote: 28.57%

  3. Other (discuss in thread) (1 votes [14.29%])

    Percentage of vote: 14.29%

  4. Don't mind (1 votes [14.29%])

    Percentage of vote: 14.29%

To what extent are you interested in the story?

  1. I can give an idea or two about where I'd like to see the story go. (1 votes [20.00%])

    Percentage of vote: 20.00%

  2. I can think of a character for you to use. (1 votes [20.00%])

    Percentage of vote: 20.00%

  3. I will probably just read the story. (3 votes [60.00%])

    Percentage of vote: 60.00%

  4. I probably won't actually read the story, but best of luck man. (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 Jesse Team XC Head Admin 5516 posts 431.00 XCB

Jesse
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Posted 17 May 2017 - 01:27 PM

Hey guys!

 

In the past couple of years, I've done absolutely nothing during my 3-4 months off of university. Of course it's important to rest and recover too, so I don't have any regrets about that, but I know that I want to have a much more productive summer holiday this time around. I've already agreed with my brother that we will produce some music and learn how to make a basic sidescrolling arcade game together. So that's already two things I'm excited about. But I still want to do a bit more... And that's writing a story - with a game to go with it.

 

My inspiration came from playing Fire Emblem: Heroes on the mobile. It's currently a PvE game only, and I've been thinking of ways to make PvP viable and have considered making it a thing for others to enjoy. However, I don't know all the game mechanics, so I don't think I'd have much hope. But it did give me an idea.

 

I still want to write a story, as mentioned in my status here. It could be anything, but I'm thinking of something magical. And then I would make a strategy game to go with it, where you can battle against other players. Whether other people play or not isn't an issue. But it would be a great experience - and a really fun one.

 

So, if you have any ideas of what you'd like to see, discuss it with me here. I'll take every idea seriously, and to be honest, I don't have many myself, so it would help me loads. I'll make a poll to this thread to get an idea of what to expect, because I know it's much less effort for you guys to vote in the poll. It'll be anonymous, so please be honest.

 

My last exam this year is on June 1, so I will get started shortly after. 

 

Looking forward to planning and making this!


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#2 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 17 May 2017 - 09:17 PM

I could try to stick with your project, bro!

 

On an unrelated note, happy 10th XC anniversary!


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#3 bobandjim Oldies Needs a life 958 posts 108.00 XCB

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Posted 17 May 2017 - 10:49 PM

Good luck.  I'm excited to see how it goes


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#4 Jesse Team XC Head Admin 5516 posts 431.00 XCB

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Posted 18 May 2017 - 11:01 AM

Thanks guys! Great to hear. Honestly just knowing that I have a public place to put the story is everything. It's so much easier to write when you know someone else could read it.

 

 

On an unrelated note, happy 10th XC anniversary!

 

Woah, no way! I knew it was creeping up, but didn't realise it was already here. That's so awesome... I've been on XC for half my life now. Crazy.


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#5 Hypermaster117 Oldies WABIT SEASON 2117 posts 265.00 XCB

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Posted 22 May 2017 - 03:26 AM

I'd be up to read this in my spare time. Can't say I can provide any good ideas.


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#6 Jesse Team XC Head Admin 5516 posts 431.00 XCB

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Posted 01 August 2017 - 12:08 PM

It's been two months. How about an update? Where am I at with the story, and where am I at with the game? The game will be a trading card game, by the way.

 

Story Update

 

My current plan is to write 10 chapters - not too long - to give a flavour of the world of the game. Unlike when I made Yugioh 36DDs - which wasn't planned out well at all - I'm planning each chapter before I start writing and releasing any. This should give a better flow to the story, at the cost of a later release date. Honestly at the moment I've only managed 2 chapters. Got a bit of writer's block. Maybe I should try and write the final chapter next, so I know what to work towards. Regardless, I'm pretty excited about the world and characters I've created. Can't wait to post them.

 

Estimated date for Chapter 1: late August

Estimated date for Chapter 10: late September

 

Game Update

 

As mentioned above, I've gone for a card game. It's got some of my favourite mechanics from games from all different kinds of genres and I think they really work well together - and the game represents the story well too. The mechanics of the game is complete, but I haven't created all the cards. If I post the rules to the game, you guys can give your own ideas for cards too. So I'll do that soon. 

My project wasn't just about creating a game at all, but it was specifically a video game. So I've been doing Unity tutorials for the past two months, and I'm actually getting there. Now that the mechanics are done, I could technically start building the game, although since the game is going to take a long time, I want to focus on finishing up the story. My biggest worries for the game is animations and art. I'm not a good artist, so I don't even know how I'm going to get artwork for each monster, but I said I'd make a game so I'll use placeholders if I have to. The game will still function.

 

Estimated date for game to be started: late August

Estimated date for game to be completed: next year for sure

 

 

I'm taking about two weeks off as I have exam retakes which are mid August, but I'll be resuming once they're done. I think that's about it. If I remember something in particular I'll post again later.


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#7 Exarion Team XC Pretty Face 5159 posts 202.00 XCB

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Posted 07 August 2017 - 08:05 AM

Creating the card game videogame along with the story?! That's awesome!

Can't wait to follow your progress (and contribute when possible). ^^


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#8 Jesse Team XC Head Admin 5516 posts 431.00 XCB

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Posted 03 September 2017 - 11:59 PM

Ok, so it turned out that my last exam was on September 1st, which ended being about a week later than expected. Anyway, that's done now and I'm back home in London, and ready to resume progress on the game and story. So today let's introduce you to the game. 

 

Welcome to Auganisms! 

 

Since everyone here has played Yugioh, I'll try and explain it using Yugioh terminology. Games are played with 2 players, but you can play a tag battle with 4 (more on that later). Each player controls 1 monster at a time, and if you win a battle against your opponent's monster, you get a point. First to three points wins the game. You can evolve your monsters over time and 'augment' the stats of your monsters, allowing you to keep them on the field as long as possible and try and snowball your monster into an unbeatable evolved form.

 

The game rules are quite long - it's not necessary to read if you just plan on following the story, but if you want to help create a few cards when I'm ready (I will show an example of a card soon, but not today) then you will of course need to know the rules. You can also have a look through them just to give some feedback if you're not too sure about one of the rules. 

 

How to win

- Win 3 battles

- Your opponent has no cards left to summon

 

The card zones

- Hero Card Zone

- Summon Zone

- Augment Zone

- Evolution Points (EVP) Zone

- Deck

- Graveyard

- Hand

 

Cards

Each card is a ‘monster card’ - an Auganism. I'll refer to them as cards from now on. A card has between 1 and 4 Evolution Stages (cards are summoned at Stage 1). Cards can be used for three things while in the hand; they can be summoned to an empty Summon Zone, they can be converted to EVP in the EVP Zone; or they can augment a summoned monster and placed in the Augment Zone.

 

- Attack Power; the amount of damage this card does to the opponent’s Health when it battles.

- Health; the amount of damage the card can take from battles.

- EVP; Evolution Points - the amount of EVP this card gives towards Evolution while in the EVP zone.

- Sword; how much extra damage this card gives to your summoned monster while in the Augment Zone.

- Shield; how much damage this card can mitigate while in the Augment Zone.

 

All cards have these five attributes. Some cards have effects that activate at specific times, or that are activated by the player. Also, most cards can evolve. If they can, then each Evolution Stage denoted on the card has the following attributes:

 

- Attack Power;

- Health;

- EVR; Evolution Points Required – the amount of EVP you need in your EVP zone to evolve into this Stage from the Stage below.

 

Hero cards

Hero cards are a special type of card that does not follow the format of the rest of the cards in the game. A Hero card represents the strategy of the deck, is always active and grants bonus effects throughout the duel to the player. Most Hero cards have a passive effect and an activatable effect, which has a cooldown of X turns. Each player only has 1 Hero card active, and cannot change this Hero throughout the duel. The Hero card chosen by each player is revealed just before the duel starts, so nothing stops both players from using the same hero card.

 

The turn

Before the duel starts, both players draw 2 cards each and their Hero cards are revealed. Then each turn in the duel, including the first turn, proceeds as follows.

 

- Draw Phase

- Summon Phase

- EVP Phase

- Evolution Phase

- Augment Phase

- Declare Phase

- Response Phase

- Battle Phase

- End Phase

 

- Draw Phase:

Draw 1 card from your deck. This is not optional. If you have 0 cards in your hand at the start of turn, draw 2 cards instead. Always draw until you have no cards left in your deck. There is no penalty for having nothing to draw.

- Summon Phase:

If your summon zone is empty, summon a monster in your hand. This is not optional. If you do not have a monster to summon, you lose the duel.

- EVP Phase:

Optional. You can place 1 card in your hand in your EVP zone. Your EVP score is the sum of the EVP values of all the cards in your EVP zone.

- Evolution Phase:

Optional. If your current EVP score is equal or greater than the EVR of the next stage of your currently summoned monster, you can send all cards in your EVP zone to the correct Graveyard and evolve your card. Its Attack Power and Health become the values listed on the stage you evolved to. Cards in the augmentation zone stay put.

It also possible to skip an evolution stage if you have sufficient EVP. But you incur a 1 EVR penalty for 1-stage skips and a 2 EVR penalty for 2-stage skips. To skip an Evolution Stage, add up the total EVR needed to evolve to each Evolution Stage above your current Stage, stopping at the Stage you want. Then, add the appropriate EVR penalty. For example, if you have a Stage 1 card face-up whose Stage 2 EVR is 2, and Stage 3 EVR is 3, then the total EVR required to skip from Stage 1 to Stage 3 is (2 for Stage 2, 3 for Stage 3 and 1 for the penalty) = 2 + 3 + 1 = 6 EVR.

- Augment Phase:

Optional. You can place 1 card in your hand in your Augment Zone. The next time you battle, the card will increase your summoned card’s stats.

- Declare Phase:

Optional, unless you have no cards remaining in your Deck (you must declare battle in that case). Decide if you are going to battle your opponent’s card this turn. If their Summon Zone is empty, you cannot battle.

- Response Phase:

Only occurs if you decided to attack. Your opponent can place 1 card from their hand into the Augment Zone now, before the battle occurs, should they so choose.

- Battle Phase:

Only occurs if you decided to attack. Calculate the damage that will be inflicted from both parties by adding their current Attack Power with the sum of all Sword values in their Augment Zones and with any additional effects. Then calculate the amount of total Shield available to both parties, and then finally Health available.

The turn player attacks first. Subtract the opponent’s Shield by the total Attack Power calculated. If the Attack Power is greater than the Shield, then any remaining damage is inflicted to the opponent’s Health. If the opponent’s Health is brought down to 0, then the turn player wins the battle, and there is no counterattack. If the opponents Health is more than 0, the card’s Health is set to the new value (keep a note of it), and then the opponent counterattacks. Damage is calculated in the same way and the card’s Health is remembered. If the card’s Health drops to 0, the opponent wins the battle. Otherwise, the battle has ended and both cards remain on the field.

When a battle is won, two things happen. First, you won a battle. If this is your third battle that you’ve won, you win the game. If it’s not the case, then place the losing card in the EVP Zone of the winner. That card’s EVP will be counted towards evolution (feel free to place it face-down to remind yourself that the card does not belong to you).  

To conclude this phase, all cards in both player’s Augmentation Zones are sent to the Graveyard.

- End Phase:

The turn player’s turn comes to an end and the opponent will become the next turn player.

 

Tag battles

Tag Team battles can be played with 4 players too. Essentially, it is two separate games going on at the same time with a couple of changes. First of all, you need to win 5 battles between you to win the match. Also, when a battle is won, instead of the losing card going to the winner’s EVP Zone, it is added to the winner’s partner’s hand.

 

So yeah, that's how you play. I think everything is mentioned and clear, but I'll clear up anything if not. There are some baseline for card stats (a general minimum and maximum) and cards are balanced so that if they are good at one thing then they suffer elsewhere, or have no weaknesses but then no real strengths either. But I'll post these baselines later when I'm ready to start asking for cards.

 

The design layout of the card itself is not ready yet, although I think I've designed one today which I'm particularly happy with so that will hopefully be ready to show pretty soon. 

 

I think that's about it for this update. Just want to say thanks again to all of you, like even if you don't read or play what I'm creating, being able to have a place to put updates and ideas is really important for my motivation. 


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#9 Gerdat14 Oldies Some Dude 2678 posts 158.00 XCB

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Posted 04 September 2017 - 01:35 AM

Honestly, a lot of this sounds like a simpler version of the old Digimon TCG game, sped up and streamlined. I do like that, since I could never figure out how to actually play the Digimon TCG.


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#10 Jesse Team XC Head Admin 5516 posts 431.00 XCB

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Posted 04 September 2017 - 03:40 PM

I'm surprised you played that! I never played the TCG game itself but I had a game called Digimon Digital Card Battle on the PSX, which I'm assuming is based on the TCG, and you're exactly right, this game is very heavily inspired by that.

 

But yeah, made a few tweaks to it. My project is of course more about video game development itself more than game design, and I gotta say the Digimon game I had was pretty fun so I wanted something like that.


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#11 Gerdat14 Oldies Some Dude 2678 posts 158.00 XCB

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Posted 05 September 2017 - 12:09 AM

Actually, Digital Card battle was more based on the card battle minigame from Digimon World 3. You can tell because Digital Card battle actually works, got rid of the points system, and is actually playable whereas the Digimon TCG had a points to victory system, barely functioned with the starter decks, and had a confusing rule book that told you things that you couldn't actually do. Oh, and digivolutions were too expensive to be actually worth it until you got to ultimate, where they were too difficult to take down. 


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#12 Jesse Team XC Head Admin 5516 posts 431.00 XCB

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Posted 10 September 2017 - 10:40 PM

Oh, interesting. Yeah I felt that Digivolutions were surprisingly balanced in Digital Card Battle, so I wanted to try and replicate the balance in my game too. Although one of the biggest changes I made was that each Auganism has an in-built evolution path, whereas to digivolve in DCB you needed to draw a Champion/Ultimate. 


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