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Messages - Ulvaak (7)

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Design Theory / Re: Series discussion
« on: January 25, 2012, 12:09:53 pm »
Thank you Zblader. Appreciate the links.

2
Design Theory / Re: Series discussion
« on: January 24, 2012, 11:53:41 pm »
First... I have no idea what exactly this thread is about and what it wants to accomplish. A story of how cards and levels of AIs were formed?
I'm just looking for something to fuel ideas and maybe some guideline (canon wise) for card designs.  From this discusson I can see now that there really is not that much of a story to the game and currently the game is probably more suited small mechanics driven series rather than larger more expansive narrative/theme driven ones.

I appreciate this kind of knowledge when I think about what ideas to contribute to the game.

3
Design Theory / Re: Series discussion
« on: January 24, 2012, 02:02:23 pm »
Quote
Nothing. There were no planets, no stars, no universe, no life. The void was everywhere. Nothing... void... no. Inside the void, inside nothing, there was something. This something, this particle of matter where no matter existed, was a blob of energy, radiating throughout the void, trying to put an end to the nothingness. It pulsed like a little heart that was the beginning of something new, then shrank... and shrank, until it was nothing more than a speck of dust to be blown away by the wind. But there wasn't any wind to blow it away, no, you mustn't forget that there was nothing. So the speck stayed on the brink of disappearing, ready to give up, but it still had some potential. All it needed was some... BOOM! The speck exploded with a bang that extended to the farthest corners of the void, and there they were. Twelve planets, building blocks of the universe, floating in the void that was no longer empty.
And then... y'know, the races and creatures started to develop and they had wars and stuff...
:) I'm not sure if there's any need to go that far back in the story to the creation myths and stuff like that :) the bits after the BOOM! y'know, the races and creatures and their wars and stuff is fine for what I'm talking about.  Twelve planets eh, is that offical from the designer? what happen to the plantes? did they collide? why are they in conflict?

Perharps different elemental plains of existence that has one common/prime plain that intersect/bridge all of them could work better? the different plains are all trying to assert dominance over this "prime" plain and through that, to dominate all the others...Maybe a study of the plains including the prime plain and their inhabitant's habits, motivations, structures, and interactions would be grounds for more story/theme driven card designs that go beyond the one word card designs like "dragon" or "nymph".  The elders and half bloods and false gods fit in there somewhere too I would expect...

*disclaimer* This plains of existance bit is pure speculation on my part of course. I'm just rolling with what someone had quoted what somebody else had said...

4
Design Theory / Re: Series discussion
« on: January 24, 2012, 01:33:27 pm »
Story:
For some reason ELEMENTALS!
suddenly, MAGIC!
then MORTAL COMBAT!!!
followed by, beat up Elders and take their money
followed by, beat up Elders and take their money
followed by, beat up Elders and take their money
followed by, beat up Elders and take their money
followed by, beat up Elders and take their money
followed by, beat up Elders and take their money
eventually, defeat false-god
become revered as a god
defeat purpose
but, in the end  :time wins
The End
 :P

actually on topic
gnomes seem more Lifey...
Maybe Time would have no actual race attached to it, just desert dwellers that roam it (no one controls time, we are merely in it)
Darkness- Any creature of the night made humanoid would work...also sneaky things.
Cool story bro, thanks for that :D

Yeah, the gnomes were a bit of a stretch. Sand people/nomads could work.  What once were a people, now is not, but will be again etc...
I would imagine the dark cult would have all sorts of sneaky shenanigans and dark "pets" all up in their sleeves.

Actually you reminded me of something. What the heck (story wise) are the elders and false gods anyways.  Maybe that could be a starting point.  It seems to be the only thing in the game that have any resemblance to any try at a story, all be it a thinly veiled attempt at giving some flavour to AI difficulty levels.  Still, it's something...

5
Design Theory / Series discussion
« on: January 23, 2012, 11:03:17 pm »
One thing I’ve notice when thinking about card ideas for this game is that I haven't come across a lot of narrative to really a base/theme big series of cards around.  Something alluding to some sort of civilisation or even just an organised group of sentient beings would be helpful, since where we have a gathering of intelligence, there will be ambition, tension and drama, which facilitate the need for device and muscle to assert the will to change, to rule and to resist. Hopefully it will also lead to richer more meaningful cards that synergize different elements as well.

In the time being, I have for your consideration a list of typical (you can call cliché) races that I think could help fill out the story a bit and be useful for building a series around, and to add some more thematic elements to the game.  Although these ideas may be seen as overdone, I think there could still a place for them especially if more original ideas for other civilisation and races can come along side, but even if they don't, at least here are some basic stuff to work with.

time - gnomes/Egyptian theme race
aether - fairies
air - the airborne (humanoids with wings)
earth - dwarves
fire - orcs
water - merfolk
light - order of light (the ascended)
darkness - black cult (the fallen)
death - zombie/skeleton/vampire
life - elves
gravity - giants
entropy - mutants/lycan

Without a wider scope or story, we are left with small series base on one word ideas that stretched across the elements like "shard", or "Weapon" or "Shield" or "scorpion".  Good as they are, personally I'd prefer something that fits into a larger narrative.  Something like "the sixth dimension" series or the "cosmic war" series or the "lost empires" series etc.

6
Design Theory / Re: Steal My Idea!
« on: January 12, 2012, 11:25:44 pm »
Air Child - attacks target creature, when this skill is used, air child does not attack opponent this turn

Earth Child - burrow, target creature is now burrow (cannot be tageted but losses half their attack) and losses air borne

Water Child - turns target non shield, non weapon permanent into a water pillar

Gravity Child - +1/+1 for every gravity pillar the player controls

Child of Life - +1/+1 for every creature the player controls

Fire Child - 1 damage to target, if death results from this skill, +1/+1 to Fire Child

Child of Light - instead of attacking, uses attack to heal controller

Child of Darkness - +1/+1 every time it damages the opponent

Entropy's Child (or Chaos Child, or Child of Chaos, whatever you think sounds cooler) - X/y+1, the attack and health of this creature changes each turn from 0-5/0-4

Child of Time - cause opponent to put a random card from their hand back into their deck

Aether's Child - cause target creature to phase out 2 turns, phase out creature cannot be targeted and cannot attack or use its skill

Child of Death - hex target creature, when hexed creature dies, it's controller suffers poison damage equal to the creature's casting cost


The upgraded version will be a "Champion". Just substitute "Child" with "Champion" and keep the same casting cost but increase base stats.

If you don't like "Child" and "Champion" you can always use "Spawn" and "Beast", or "Sprite" and "Spirit", or even "cherub" and  "seraph"

7
Design Theory / Re: Steal My Idea!
« on: January 06, 2012, 05:20:45 am »
Idea for a weapon under "other" ie. it doesn't belong to any one element.

Normal version

Name - Wand
Skill - 1 quanta matching your mark: Charge; This weapon can be charged multiple times per turn ; Weapon damage = number of charges ; charges disappear at the beginning of the next turn.
Cost - 8 quanta

Upgraded version

Name - Elite Wand
Skill - 1 quanta matching your mark: Charge; This weapon can be charged multiple times per turn ; Weapon damage = number of charges ; charges disappear at the beginning of the next turn; cannot be stolen or destroy
Cost - 10 quanta

This charge idea can apply to creatures just as easily.  Say a "Quantum Golem" also an "other" creature with base 0/1 stats and gets +1/+1 until the start of the next turn for every charge.  Shields could work as well, start with zeor defence, and depending on how much charges it has, it can block a certain amount of damage until next turn. Or even a spell, something like "Embiggen" that buffs a creature for one turn.  The cost for a charge can of course vary...

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anything
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