Showing posts with label Theme - Card Game. Show all posts
Showing posts with label Theme - Card Game. Show all posts

Sunday, November 30, 2008

Card Game update 1

All this was discussed yesterday.

Card layout is gonna be changed. A few people have brought up the issue of the awkward positioning of the parts in the card. Gonna change it to a simpler, more conventional layout. The new layout will be done and be available for download tomorrow night. Here's a preview.


UPDATE* Download new layouts here [LINK] This link expires in 7 days.

About the issue of sub-classification first brought up by CC, we have decided to add in a system of Elements, not unlike your basic fantasy card games. This was chosen over a system of unit types due to the wide variety of unit types we expect to have. As discussed, the Elements are:
1) Light / Holy / Life - White
2) Dark / Death - Black
3) Fire - Red
4) Water / Ice - Blue
5) Nature / Earth - Green
6) Air -
7) Mechanical - Brown
8) Neutral - Grey
Cards with Elements will be colored accordingly to the Element, to aid in visual identification. This will be handled and explained in further detail at a later portion, so don't worry too much about elements just yet.

Lastly, there's been a issue of card balance for quite awhile now. The only feasible way to right this is for everyone to stop adjusting their own card's stats at the moment.

So for now, everyone please take note, only add the illustration, the card name, and whatever story you wish to include to the cards you make.

All stats, abilities and cost etc will be added later.

Thanks.
Isaac

Friday, November 21, 2008

Layouts

[link]

for those who missed the earlier link. the file will be removed after 7 days.

Thursday, November 20, 2008

Angel and Mecha Hybrid



Yo folks! My first contribution for the blog. Seen the card illustrations and works you folks put up, my hand itchy. So, here goes:

Wednesday, November 19, 2008

Terminator ??? lol




Develop from a concept sketch i posted earlier. Last sat i went to a digital painting workshop at orchard by noise singapore. i was eager to try out the technique that the person teach. although it's just burn, dodge and smudge tool, it can still work wonders if you know how to use it and also using the tools and function in Photoshop to it fullest, sometimes it can give you a surprise. Practise makes perfect, i hope i have improve in my painting as i always have alot of troubles when comes to painting, hope it doesn't look too bad, above is the sketch and colour version of the character. as this is for a card game, i am thinking of adding equipment and some other things to this guy. there are other concept sketches i want to try designing also from my previous post. no harm drawing lol 0_o

It's good to be home.

THANKSSS

seriously missed you guys. (no gay shit please)

Did some cards while i was over there. Gonna color em asap.


Haiz.. got so many games to play..

Isaac

Sunday, November 9, 2008

The deal is 2 cards.


When u "aruba" a person, means u koropok him.
Arkrubar is a super powerful being that begins a conquest of the 3 different worlds, namely the heavens, earth and netherworld. After successfully becoming the " No equal of heaven and earth ", his downfall begins during his last conquest of the netherworld after losing to the Lord of Terror due to reason I haven think of.
After which, Arkrubar is sealed away in a void space between the worlds, but its overwhelming strength is to much for it to contain with and eventually, 3 forces of Arkrubar itself was spilted from the sealed body, namely incarnation of his overwhelming strength, unbreakable defence and lightning speed, unleashed its wrath on the 3 worlds it self.
The 3 worlds start to fight against the 3 entity and then I still dunno what is going to happen next.





When u become "siao", u will become to act crazy.
Card created last minute due to going to book in to the most sian place on earth, CAMP.








My updates...

Here are some of the updates, have been painting on the first card. For now, I will just show the linework versions...

Friday, November 7, 2008

Ok ok... heres mine....




Heres my stuff... at first i wanted to go for a more mechanized race... well.. maybe i'll work in that direction some other time. for now, these are what i've got... =)

Wednesday, November 5, 2008

MOARR



weeeeeeeeee~

Sunday, November 2, 2008

Concept sketches



some concept sketches i did for the card game. first time try sketching in photoshop, i am thinking of a mix fantasy with sci-fi. above are some designs for the hero card and Non-hero Units that form the base of the armies

Friday, October 31, 2008

Another Card + WRAITH update


you asked for more cards XD

Base scout unit. What I have in mind is this: units are classified into different classes, say Scouts, Infantry, Heavy Armour etc; and within these classes we have 3 different sub classes:

- the base unit (in this case, the MANNEQUIN, which is a base scout)
- a specialist unit (planning a sniper in this case)
- a Hero (the WRAITH card that I posted previously)

On the card, the classification for the different sub classes might be Scout - Specialist for the sniper, Scout - Hero for WRAITH.

Some thoughts that popped up while doing this:

Was thinking of a general UPGRADE card that you can use on BASE units only; ie Specialists and Heroes cannot be upgraded. But since we have Equipment Cards.. wondering if its still workable.

Maybe we need a board design.

Thought of a duel situation where a player can choose a hero that he already has and challenge an opponent hero to a duel; could be useful in a situation where a player has weak unit cards but good hero cards.

And I'm a beeeet concerned that its a 1v1 game... but more on that later. lolz.

And update on the WRAITH card.

Thursday, October 30, 2008

Card Game Guidelines

For your information.

Index

1) The Game
2) Deck Construction
3) Card Elements
4) Card Types
5) The Playing Field
6) Pre-game Prep
7) Turn Order
8) Combat
9) Winning the Game
10) Miscellaneous


1 - The Game

Based on an Open-world concept, where no limitations are imposed upon the styles or influences used in design production of the cards. The basic overarching theme of the game is War, a massive conflict where the line between good and evil is blurred.

The objective of the game is Domination. This is achieved by seizing and maintaining control of the battlefield, and the destruction of the opposing base. Domination is currently the only victory type available, more might be introduced with further expansion of the game.


2 - Deck Construction

The basic rules for construction of a standard deck are :
- 60 cards in the deck
- 3 seperate Location cards
- 1 Base card
- Maximum of 3 of each individual card (except for Uniques - only 1 in a deck)
- Maximum 5 Hero type cards

And also required are small counters, used for indication of resources, damage e.t.c.


3 - Card Elements

An overview of the card elements. (Picture reference to be added soon.)

a. LEFT BAR - INFO

- Name : The name of the card.
- Title : Heroes, Units, and Equipment only. Has no effect on gameplay.
- Type : The type of card.
- Cost : Heroes, Units, and Equipment only. The cost of playing the card to the table. From left to right, the 3 costs are Manpower, Magical, and Material.

b. RIGHT BAR - STATS

Heroes and Units only.

- Combat Strength : A base score of attack and defence capability. Combat Strength governs how much base damage a unit deals in combat.
- Agility : Speed, reflexes, perception. Determines who moves first in combat, and also affects the outcome of certain abilities and bonuses.
- Armor : Gives a reduction to damage taken.
- Health : Base hit points.
- Leadership : Heroes only. Command ability of the Hero. Only Heroes possess this stat, and this stat is only applied if a hero is played as a Leader rather than a combatant.

c. CENTRAL BOX - ABILITIES AND BACKSTORY

- Abilities : The name of the ability, and it's effect. Abilities come in many kinds, some have a passive, ongoing effect, some are used during combat, some during your opponent's turn e.t.c.
- Leadership effect : Heroes only. Determines which stat a Hero affects when played as a Leader.
- Backstory : Not compulsory. A short description or story of the card. Helps makes things more interesting, and could even lead to a full-blown storyline. (Could look into that sometime.)
- Logo : A small logo for our card game. (Not done yet, will do it at one of the gatherings.)
- Illustrator's name : You drew it, so put your name on it.
- Serial number : Self-explanatory.
- Rarity : Cards are either Common (CMN), Uncommon (UCM), or Rare (RAR).


4 - Card Types

There are 7 card types, more might be introduced in further expansion.

a. HERO

- Heroes are the leaders of your army, either by example, or by command.
- They typically possess higher stats and better abilities as compared to Units.
- All Heroes are unique.
- Can be played to the table either as a combatant, or a leader.
- As a combatant, Heroes are played like Units. Equipment can be attached, and Events played on the Hero. Affected by Location bonuses.
- As a leader, Heroes are played onto Units. The attached leader grants leadership bonus, but cannot participate in combat, nor can the Hero use abilities. If the Unit the Hero is attached to is defeated, the Hero is discarded along with the Unit.
- Requires a Cost to play the Hero onto the table, either as a combatant or as a leader.

b. UNIT

- The backbone of your army. Can be anything from a squad of grunts, a hulking beast, to a mammoth battleship.
- Have the 4 basic stats.
- Some Units are unique.
- Can have Equipment attached, and is affected by Events and Location bonuses.
- Requires a Cost to play the Unit onto the table.

c. EQUIPMENT

- Special Items that gives stat bonuses and/or special abilities.
- Can only be played on Heroes and Units, although some specify either Hero or Unit.
- Once attached, the Eqiupment may not be removed unless via an ability.
- When the Hero/Unit the Equipment is attached to is defeated, the Equipment is discarded along with the Hero/Unit.
- Requires a Cost to play the Equipment onto the table.

d. EVENT

- 'Decider' cards. Can sway the momentum of the game if properly used.
- Each Event card is played at a specific phase of the game, and should generally be listed on the card itself.
- Events have NO cost.

e. LOCATION

- Battlegrounds. Control over these leads to Victory.
- Both sides decide on their 3 location cards at the start of the game.
- There can be no 2 similar Locations in both sides.
- Grants special bonuses or negations.
- Locations have their own unique attributes that determine whether a Hero/Unit is affected by the bonus/negation.
- When a player wins in combat, that player gets control of the Location, which is shown by moving the Location card to your side.
- Anytime a player controls all 6 Locations, he is then able to attack the opposing Base.

f. RESOURCE

- Provides you with the resources necessary for your war effort.
- Each Resource card provides either Manpower, Mana, or Materials. Some provide more than one resource.
- Counters are used to determine the amount of resources.
- Resource cards are untouchable, unless via certain abilities or events.
- Certain Resources require a Cost to play onto the table.

g. BASE

- Your base of operations.
- Can only be attacked when all 6 Locations are held.
- Base come with base points. (shown using counters) The amount of base points is decided pre-game.
- Loss of the base results in defeat.


5 - The Playing Field

Photobucket

- The deck is placed right in front of you, on the right.
- To the right of the deck is the discard pile.
- To the left of the deck is where Resource cards are placed.
- The base is placed left of the Resources.
- Above the resources, are the Units and Heroes.
- And further above the Units and Heroes, are the Locations.


6 - Pre-game Prep

Before the start of the game, the two players have to go through some pre-game preparation.

- Discuss the amount of Base-points to be played. The amount can be anywhere from 3-10, or more, depending on how long of a game you decide to play. Recommended amount is 8. Place counters on the Base card to signify the Base points.
- Decide on the Locations. There cannot be 2 similar locations.
- Determine who starts first. Flip a coin, or any other method decided upon.

Once these are done, they may then proceed to:

- Shuffle the decks. You may choose to cut each other's decks, in the interest of fairness.
- Place the deck, the Base card, and the Location cards in their respective positions.
- Draw 5 cards for your starting hand.

Now you are ready to play the game.


7 - Turn Order

There are several phases during each new turn that occur in order.

a. Recovery Phase - Draw 1 card. Must be drawn every turn unless your deck is depleted. Restore one point of health to all Units and Heroes, not exceeding their base Health stat.
b. Resource Phase - Calculate the total resources you gain this turn and add accordingly.
c. Deploy Phase - Heroes, Units, Equipments, and Resources can only be played to the table during this phase.
d. Abilities/Events Phase - Non-combat Abilities or Events are played during this phase.
e. Combat Phase - Refer to the section on Combat.
f. End of Turn.


8 - Combat

A player can only initiate combat on the Combat phase of his turn. Before actual combat begins, the 2 players have to decide on several key factors :

- Size of the Battle : The attacker will choose how many units he decides to bring into the battle, to a maximum of 3. The defender can choose to defend with the same number, or less.
- Location : The attacker chooses the location. He can only attack a location under his opponent's control, not one under his control.
- Order of Battle : The Hero/Unit with the highest Agility goes first, and so on. In the event of a draw, the one with a lower Armor rating gets to go first.

When these have been decided, the battle may commence. One by one, each Hero/Unit goes through their turns in the order decided upon before the battle. The phases in a turn consist of :

a. Untap phase - Rotate the Hero/Unit back to normal, to indicate that this card is active.

b. 1st Abilities/Events phase - The Hero/Unit can use its ability during this phase. Event cards can also be played during this phase.

c. Attack phase - Choose an enemy Hero/Unit you wish to attack. Calculate your Hero/Unit's total Combat Strength (+ Equip, Event, Location, Hero Bonuses), and then calculate and minus off the total Armor of the opposing Hero/Unit you wish to attack (+ Equip, Event, Location, Hero Bonuses). The resulting amount is dealt to the opponent as damage. Place one counter for each point of damage on the Hero/Unit, until the number of counters is equal to the Hero/Unit's Health, at which point the Hero/Unit is considered defeated, and is discarded. Note that some event cards can be played during the course of an Attack phase.

d. Tap phase - Rotate the Hero/Unit 90 degrees clockwise, to indicate this unit is inactive.

The players carry on with each Hero/Units turn in sequence, until one side is utterly defeated, or the Attacker chooses to withdraw. If the Attacker wins, he gains control of the Location, and the Location card must be put onto his side of the table. If the Defender wins, he maintains control of the Location.

Note that during the pre-battle, the defender may choose not to defend the target Location, allowing the Attacker to claim the Location unchallenged.

When a player controls all 6 Locations, that player can then begin to attack the opposing Base. Battles over a Base are fought similarly, except for several differences :
- If the Attacker wins, he can then deal damage to the enemies base. The damage dealt is equal to the number of undefeated Attackers left at the end of that battle. Remove counters from the base card equivalent to the damage recieved.
- The defender MUST defend the Base if he has Heroes/Units available. If he has none, then the Attacker deals damage to his base.
- Bases grant bonuses only to the Defenders. They have no negations, and no attributes.
- The Base is not a Location, and thus the Attacker does not control it after a Victory.
- The Base falls when all Base points have been consumed.


9 - Winning the Game

The game is won via Domination. The requirements for Victory are :

a. Control of all 6 Locations.
b. Destruction of the Enemy Base.

Note that there are certain cards that allow you to deal Base Damage without requiring control of all 6 Locations. In the event where a player who does not control all 6 Locations manages to destroy the opposing base, the opposing base regains half of the original amount of base points.


10 - Miscellaneous

Nothing here yet.

---------------------------------------------------------------------------------------------

That's about what i have thought out so far. The main elements of it were mostly taken from other card games, Mechwarrior and Pokemon being my main inspirations.

Opinions? Critique? Comment on this post.

Isaac

1st project related post... lolz


ok... could someone clarify what the stats mean, and how to go about the card attributes? lol.
got some ideas in my head but I'm not sure if it fits with what's already been set (if anything has been..)

Tuesday, September 30, 2008

The Disappearance of Isaac

=[

Before i leave this wednesday, wanna make a few changes.

Ignore the layout thing, i think everyone is wayyy more interested in makin cards at the moment than workin on the layout. That one can be done in post production.

So it's official now, everyone PLEASE start making the cards using the layouts supplied. Doesn't have to be the final artwork at the moment, just so long as there's something there, and the card is playable, we can use it. The main aim now is to get enough cards so we can do a play test of sorts to set the rules of the game, and also to balance the cards created. I'm pretty damned sure some idiot will make an IMBA card.

With that settled, i can move on to more random stuff.

Lol, i'm sorry, but i just had to put hirano aya on the banner. She's just too damned cute. (fyi for all those who don't know, she's the voice actress for suzumiya haruhi and konata)

And a couple random lucky star vids. Classic.




Lol.

Just downloaded the OVA, gonna go watch it asap.

Oh, anyone want anything from Aussie-land? SMS me or something.

Be back on the 18th of November (SO FCKIN LONGGGGGGGG) And if i'm not wrong, the weekend after that is the Anime Festival Asia. We should totally meet up and eat kuishinbo before that. LOL. I'll plan for that when i come back i guess.

Ciao!
Isaac

Wednesday, September 10, 2008

New! Current Theme! A Gathering! Yay!

Hi all!

Sorry it took so long, had to clean up my layers.

CURRENT THEME - CARD GAME LAYOUT DESIGN

I'm sure by now everyone is aware of the card game theme in progress. The rough layouts of the cards have been sorta decided on, now what we need is a proper layout on the cards. It doesn't have to be anything super fancy, just grab some nice textures online, slap em on, and adjust colors accordingly. Feel free to experiment.

Also, be aware there is no fixed theme in all of this, our concept is that of an open-world design, so try not to make your layout too focused on any one style i.e. fantasy, sci-fi e.t.c.

And oh, before i forget. [FILE]

Deadline... 3 weeks. 28th September. Should be ample time, unless you're doin something insane.

If you want to, you can modify the card content to your liking, don't have to use what i left there. That was just for test purposes.

Any questions? Comment here or shout.


Moving on.

PLAY GAMES GATHERING @ SOMEWHERE UNDECIDED @ EITHER 20th or 27th SEP

As per Henry's request.

LET'S PLAY GAMESSSSSSSss. Rock band! Soul calibur! Whatever!!!

It's also sorta my last gathering with you guys for about 50 days starting October. Army's flying me off to Australia (not Gold Coast, the DESERT) for Exercise Wallaby. Sigh. So yea, wanna get everyone together to do stuff. Most probably a whole day thing, starting like around noon till night, how late depends on you, overnight for the best experience. =D

As for location, I'm sure most of you are pretty much sick of going to Sean's place. It's big and comfy, but hard to find and needs some travelling from the nearest MRT station. But then again, it IS big and comfy, plus all the booze from the last party is still there, and he has the rock band drums, so we don't have to get someone else *cough* to carry them around. But then again, logistics are easy once we have a good location.

Anyone knows of a similar or better place we can hold this at? Please share. Comment / Shout.



Thanks for your time!
Isaac

Sunday, September 7, 2008

Card Mock-ups

Hi all,

Did mock ups for each category of card, except for resource. That one not so important yet.








This is a rough idea of where the card elements will be placed and how the overall look will be like. Tomorrow, I'll start our first official current theme, to design the actual card layout. More on that tomorrow.

p.s. once again, ignore the unfinished OLD work.

Isaac

Tuesday, August 26, 2008

[POLL] Character card rough layout

Pick your favourite layouts for the Character card!








Scroll down for the Poll.

Voting closes in one week!!

p.s. please ignore my half-finished work (*´Д`)

*EDIT*

forgot to mention, the character card layout will affect how the other cards look also. gotta at least make sure theres some kind of similarities between our cards. (considering the totally different styles that are gonna be put into this)

Isaac

Saturday, August 23, 2008

THEME UPDATES

Okay, this was a long time coming...

As of now, there will be 2 types of themes :
1) Current Themes - These are small to medium projects that have deadlines ranging from a week to two months from the start date, and are NOT compulsory for all to join. Helps your portfolio in that you will be doing constant work, keeping your portfolio updated with work. There will only be ONE current theme at any time, and ideas for current theme will be rotational, with a different member suggesting each one.
2) Extended Themes - These are large, long-term projects have no deadlines, stretch on for as much as we like, and COMPULSORY for all to contribute to. Helps your portfolio in that you will have a few pages on one dedicated project, which always look nice. There can be more than one extended theme on at once, but it is recommended that no more than two be active at once. Extended themes must be decided upon by a majority of the members.

The previous theme, Advance Wars Redux, will be absorbed into the Extended Themes section, and hereby be reformed to :

EXTENDED THEME - OPEN WORLD CARD GAME

An Open world war concept card game where anything goes. There will be several categories of cards you can design for, of which currently there are :
- Character - Otherwise, a hero card that has stats, special abilities, and hero effects.
- Equipment - Special items either for Heroes or Units. Can augment stats or give abilities.
- Unit - Non-hero Units that form the base of your armies. Has stats and abilities
- Event - Cards that have specific influences upon many things.
- Location - A designated battleground which certain Units may find more beneficial.

Card layouts are being thought out and will be provided for in time to come, but also take note that layouts are subject to change depending on the gameplay. How the game plays will take some time to think out, so try to ignore that for now.

All previous theme concepts are absorbed into this new theme, character designs will naturally go into the character section, and vehicle designs either into Units, or Equipment. Try not to restrict yourself to only develop from where you started off, you can always try new things. Like try a new style, or try a different culture, or a new card category. It can be boring just designing characters all the time.

This change is meant to inject more purpose into the theme, by providing an end result (the card game) which is more practical. Plus it also lets us have fun by giving us the chance to develop our very own card game, which is probably the easiest form to gaming to develop on. What's cooler than playing our very own card game?


Any clarifications, or ideas to add on? Just comment on this post. A current theme is in the works and will be posted soon. So for now, just sit tight.

Isaac

Monday, August 18, 2008

Hell Girl (Advance Wars Theme)

Finally, I have finished it, lol. Had been stopping work for quite some time, need to force myself back to doing some drawing! Anyway, this is to illustrate a "tortured soul" of a girl, sent by the satan accompanied with her pet machinery, to stop war and abuse once and for all. The girl is to portrait a female version of a deathslayer.

The concept may sound abit extreme... different from what I did for my initial sketch. More improvement has to be done, haha.

Friday, July 18, 2008

Advance war redux final design.



Advance wars redux final design! the finalize female character and her vehicle design, for this two design. my painting still not that good. i may be bringing it into 3d maya, may also try to make it into a composition. this is the next 3d work i am gonna do after maid robot.i hope i won't slack off lol, 0_o, drew in pencil, paint in photoshop