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Offline ZephyrPhantomTopic starter

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A Blademaster's Journal on Card Making https://elementscommunity.org/forum/index.php?topic=18577.msg236394#msg236394
« on: December 30, 2010, 07:40:18 pm »
Welcome.  If you came here finding info on how to make cards and improving your current card design, you have come to the right place.
Before I begin, I'd like to credit the wonderful people who made other card notable card tutorials and tips and thus inspired me to make this. These are very good sources of info as well when it comes to making card ideas.
Scaredgirl's READ THIS FIRST BEFORE YOU POST YOUR CARD IDEA!  (http://elementscommunity.org/forum/index.php/topic,5039.0.html)
Emerald Tiger and Kuraitou's Advanced How To make Good Cards Guide (http://elementscommunity.org/forum/index.php/topic,15106.0/topicseen.html)
Oldtrees and Phantomfox's Card Design Theory (http://elementscommunity.org/forum/index.php/topic,16655.0.html)
Essence's Unwritten Rules  (http://elementscommunity.org/forum/index.php?topic=5508.0)

This is meant to simplify card creation for newer players who don't understand some of the more advanced tutorials well.  There are some sections that will use information from other guides, and I will credit as needed.

Key of abbreviations:

Quanta Cost = QC

Status
Entries will be color coded to signify the current state of the section.
Bold Pink - Incomplete, usually due to time constraints.  I will usually finish these later.
Red - Just beggining, will usually need a lot of editing done.
Orange- Intermdiate, good but not "there" yet.
Green - Complete, needs little editing and polishing every now and then, but should otherwise be fine.
Blue- Improving, but needs feedback.

Journal Entry 1: Balancing Your Card.

I always consider balance the most important part of a card, because that is what will ultimately determine if it makes into the higher levels of card development. 

First of all, is the card a Creature, Permanent, or Spell? 
Chapter  1: Creatures 
If the card is a creature, then take note of its attack.  The higher the attack, the more damage it will do, and therefore the higher priority it has, correct? That is your first factor when considering quanta cost of a creature. For now, set the QC equal to your creatures attack.
Phantomfox states that Creature Value [ie Casting Cost] = Attack + Skill Value + HP modifier + Elemental bonus I will try to break down this formula.
As I have already stated, Attack is the first value of quanta casting. If you’re new, you probably want to start the quanta = to attack.
The next value is the skill.  Now, there are a lot of skills, and it’s extremely difficult to list them all in a short time, but consider this first – “How valuable is my skill in a deck?”
Usually the most valuable skills are the ones that appear frequently in decks.  In general, I tend to rate each of the major ability to increase cost by the following:
Destroy: 3
Precognition: 3-5
Freeze: 2-3
Passive Poison: X/2 (X being the amount of poison added.) + 1
Active Poison: 1
Lobotomize: 1
Gravity Pull: 1
Healing/HP Buff: 2 if everyone, 1 if only on self.
Burrow: Dependant on creature, but usually 0-1
Quanta Generation: 0
Damage to 1 creature: X+1, X being damage inflicted
Drain Health: X/2, X Being Health Drained.
Drain Quanta: X, X being amount of quanta drained.
If a decimal appears, round accordingly.
Immaterial: 2-3
Adrenaline: 3-X, X being creatures attack (if greater than 4) / 2, otherwise X=0
Airborne: 0
Remove Passive Skill: 1
Buff Ally: 1-2, dependant on buff.
Spawn Once: 1
Spawn Infinite: 2-3
Mass Creature Control(eg Pandemonium): at least 2
Permanent Control: At least 2.
Start with debuff (eg poison on self, frozen on self): -2
Revival: 0-1, dependant on power of creature.
 Now, it’s time to consider the cost of the skill. If the skill is passive, then that means it can coexist with other skills, which you will want to look at when adjusting cost. A creature can also have one active skill that usually reflects the main purpose of the creature in some way. There can only be one active skill, and this skill can be lobotomized, so be careful!  Many active skills often have an activation cost for them to trigger. The activation cost will affect the QC of the creture as well.
0-1: No change
2>: -1 to QC
Diff. Quanta type: -1 to QC
4>: -2 QC (It must be an important ability right?)
(Special Thanks to Oldtrees for ability alteration costs.)
HP: This should be considered carefully. After all, a 0 HP creature with an ability will be useless unless HP buffed correct?
Oldtrees states the following
0 HP: -2 to QC
1-5 HP : 0 to QC
6-7 HP: +1 to QC
8-9 HP: +2 to QC
10 and up: +3 to QC.
In general, you’ll want to follow this pattern for HP.
Elemental bonus is a pattern found by Phantom Fox that certain creatures just seem to have. Whether you choose to add to your formula is up to you. For newbies, ignore this section for your first few tries.
Fire: For every nine quanta, add 1 attack.
Earth:  gets 1 free HP.
Aether/Life/Light =-1 QC.
I also should note:
Rainbow Creatures get +1 or +2 QC, due to the fact they can splashed into any deck. However if the card is a counterpart of a card already in the game (aka shares similar effects), you may want to consider a 3:1 quanta raito for the card cost, since Quantum Pillars produce 3 quanta in respect to the normal pillar's 1.
One last thing you’ll want to note is upgrade changes.  Do I want the creature to be same? Weaker? An evolution? Or a new creature entirely?
Most creatures will have a -1 or -2 cost add to their QC. This is probably the safest way to go with an upgraded card. 
Graviton Mercenary: http://elementswiki.co.cc/cards-gravity/graviton-mercenary-graviton-guard/
 If you wish to…
Improve your creature:
Simply add/improve, then change accordingly. Just don’t forget the -1 bonus.  Cards like these usually have the same cost.
Flesh Spider : http://elementswiki.co.cc/cards-death/flesh-spider-flesh-recluse/
Revamp Upped
Start from the beginning, but be careful. You want the card to be similar. Stick with the same ability, but make it slightly different.
Toad Fish: http://elementswiki.co.cc/cards-water/toadfish-puffer-fish/
Weaken Upped
First of all, tone down the attack, possibly halve it.  Then halve the cost and round up, as well as adding the upped bonus.  You want the card to be cheaper to play and faster to get out but still superior to upped in some way, such as more rushable or quicker use of ability
Phoenix: http://elementswiki.co.cc/cards-fire/phoenix-minor-phoenix/

Above all, follow Zanzarino’s Golden Rule: Keep it simple.
While making complicated MTG-like cards is fun, you only have a small room to write the creature’s effect, and therefore may run out of room if a complicated effect is used. Also, complicated effects confuse players.  I have played other CCGs and more often than not I have the problem of “I thought that card could do that.” Elements is one such card game that by keeping things simple, makes the game more fun.  Remember that.
Chapter 2: Permanents

Section 1 : Before the Pillars, Swords, and Shields - The Ordinary Permanent

In this chapter of Permanents, I will discuss “ordinary” permanents – in other words, Permanents that do not generate quanta, or go in your virtual “hands” (weapons and shields).  In a sense, these are like Spells that can be repeatedly used.

Usually, these permanents will do one of the following :

-Healing
-Draw Card
-Deal Damage to either player or creature(s)
-Stat boost (Currently only the Darkness card Eclipse is able to do this, but other cards have been proposed and are in various levels of Card Ideas)
-Spawn Creature (Again, no cards actually ingame that can do this, but there a lot of cards in Card Ideas based around this concept)
- In Death’s case, take advantage of Death effects.
- In Aether’s case, there is a card called “Mindgate” that lets you copy the first card of the opponent’s deck and draw it.  Although this is similar to just simply drawing cards, I’d consider it a special case because it deals with an opponent’s deck.
-There will be other cases listed here eventually, but as of now the majority of Ordinary Permanents are usually in the above categories.

Since there are no stats or anything of the sort that creatures are easily able to be graded by, Permanents are a bit harder than creatures. So consider your permanent’s purpose, and stick with it.

Healing

Probably the easiest mechanic to start with, because healing is usually essentially to any deck that isn’t beatdown (mass damage) or rush (lots of creatures). The only disadvantage to healing is that it can get OP rather easily. A straight out healing card like Shard of Gratitude is very simple, but it considered annoying by many players due to it’s mass regeneration when many are used.  A slightly more complicated card like Emphatic Bond is slightly less simple, but more balanced.

So the first question presents itself: How do you want the healing to trigger?
*Regeneration (You gain HP at a certain point during your turn).
*Heal for cost (pay quanta to heal something)
*Strength/Weakness in numbers : The power of the healing is dependent upon other cards.
 
Next, do you want the card to heal creatures, you, or both? That’s up for you to decide but keep in mind that usually a card with a choice has slightly weaker healing (take a look at Light’s Holy Flash for example and compare it to Life’s Heal, the ratio is 10/20 but Light has the option to target creatures.)
Finally, cost. Based on playing the game, I consider healing permanents in this order of cost:

Regeneration > Strength in Numbers > Heal for cost

Heal anybody > Heal you > Heal creatures

Dealing Damage

*Under construction!

Advice from the experts on how to improve this guide is greatly appreciated.

Offline ZephyrPhantomTopic starter

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Re: A Blademaster's Journal on Card Making https://elementscommunity.org/forum/index.php?topic=18577.msg236741#msg236741
« Reply #1 on: December 31, 2010, 02:31:38 am »
Mini-Entry- How do cards get in the game?
All cards, when initially suggested, start at the basic Cards Ideas section, also known as the Smithy.

After cards are approved, they go to Level 1, Crucible.  From here on, users vote what cards advance.

Level 1 - Crucible
Level 2 - Forge
Level 3 - Armory
Level 4 - Reliquary (aka the game)

Archives

Archives are located in the Forge and Crucible.  Every time a card is approved in these levels, there is a high probability that at least 1 other card in the thread will not make it for some reason and thus will get sent to the archive, for recording purposes.  While you cannot resubmit a card idea directly from the archive, you can “Revive” it by reposting it in the Smithy.  However, take the time to consider how your card failed the first time before reposting.  There is no Archive for the Armory - cards do not get dumped there.

Tips and Tricks
If this guide confuses you still, this section states the most important rules as well as extra tips for making.


-Try to keep the card as simple as possible. Simplicity = Easy Changes, More accurate comments, and better chance of getting into crucible.
-If you have time , look to see if your idea has been done before.  It's okay if your idea was original, but another person might have had a similar idea that got dumped, but with extra bits and pieces of commentary that would help you in card making.
-Balance is key, but it's usually better to have a card UP than OP.   
-What's your card for? Always keep that in mind so your card doesn't have a bunch of incomplete abilities rather than one solid, useful ability.
-Capitalize and use decent english. It's not a requirement, but the card will look neater.
- Good Pictures will cause more people to look at the card. Always take your time and check to make sure art is isn't copyrighted.  My favorite way of getting art is to use Photobucket (where there is no copyright) or request for art on the forum.



*Currently under construction!

Offline ZephyrPhantomTopic starter

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Re: A Blademaster's Journal on Card Making https://elementscommunity.org/forum/index.php?topic=18577.msg236743#msg236743
« Reply #2 on: December 31, 2010, 02:32:53 am »
Reserved for later entries. (My first text box is already gving me problems, apologies.)

Offline ZephyrPhantomTopic starter

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Re: A Blademaster's Journal on Card Making https://elementscommunity.org/forum/index.php?topic=18577.msg236774#msg236774
« Reply #3 on: December 31, 2010, 03:11:41 am »
Guys, I really need feedback on this if it is going to be improved. Oldtrees and I can do it alone, but the guide will not be nearly as good unless there is feedback.

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Re: A Blademaster's Journal on Card Making https://elementscommunity.org/forum/index.php?topic=18577.msg236872#msg236872
« Reply #4 on: December 31, 2010, 06:00:45 am »
There is a lot of information to take in here.

When evaluating an idea it is good to have tools to direct folks to. When someone makes a mistake we can direct them to a guide to help them understand.

You know what is needed is Zanz's List of Rules for Card Ideas.
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
:life :aether

Offline ZephyrPhantomTopic starter

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Re: A Blademaster's Journal on Card Making https://elementscommunity.org/forum/index.php?topic=18577.msg236877#msg236877
« Reply #5 on: December 31, 2010, 06:05:39 am »
There is a lot of information to take in here.

When evaluating an idea it is good to have tools to direct folks to. When someone makes a mistake we can direct them to a guide to help them understand.

You know what is needed is Zanz's List of Rules for Card Ideas.
Actually, I don't specifially.  I have a vague understanding of that through playing the game.  This is my attempt (hopefully with the community and a person of importance (yes, a moderater/wiki person/bug finder/ some other position)backing me.) of a card design guide for players.
You notice right off the bat there is a reference list on the top, it will be updated accordingly.

Offline Ajit

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Re: A Blademaster's Journal on Card Making https://elementscommunity.org/forum/index.php?topic=18577.msg237422#msg237422
« Reply #6 on: December 31, 2010, 08:32:30 pm »
I like the attempt.  Buut I feel a lot of this information is just the same stuff recycled in a different format.  Its pretty nicely done though.

If you want to make this guide special, I'd try to include some detail about faucets of card creation that haven't been approached or covered as much.  Also, people love picture diagrams, charts, and graphs!

_____

Some possible topics to include are
1) how a good picture to accompany a card can really influence how people look at your card, even if it is subconsciously
- a lot of people like my Gem Series, but to be honest, while the mechanics are unique, not all of them are golden.  My personal theory is that when it comes down to it, the main appeal to the series is the pictures.

2) how knowing what the game needs or is missing mechanically can be an important thought in card design
- example, many people complained about fractal, so perhaps think of a card that can effectively counter it

3) how to accept constructive criticism (the other CC)

4) a brief list of no-no's that should never happen

5) a brief list of common appearing ideas that fail time and time again

_____

Sorry if you already covered one of those and I missed it.

 

blarg: