Current Stage: Phase I - Form - Brainstorming
We have quanta, which take the form of numbers, that quantify our resources.
What should we have for qualia?
I hope for this to be a community project. Anyone is welcome to spitball ideas during the brainstorming process, with voting used to determine the final decision for the term "Qualia."
Phase I - Form:
Think about how quanta is displayed in the game. What should the distinct levels of qualia be, and why?
Examples:
1 for each Element, with no distinct differences between Elements.
1 for each Element, with themes tying into their respective Elements.
Levels defined by Boolean states (true/false)
Levels defined by more than 2 distinct states (very low, low, medium, high, very high; negative, neutral, positive)
Levels defined by distinct natural numbers (0, 1, 2,...)
Phase II - Subject:
Think about what quanta represents in the game. What should qualia represent, and why?
Examples:
Cost (alternate)
Offense (creature attack, direct damage, etc.)
Defense (damage negation, healing, etc.)
Phase III - Mechanic:
Think about quantum mechanics. How should we be able to manipulate qualia, and how should it affect the game?
Examples:
Unlimited free-cost every-turn qualia generation (i.e. pillars)
Generated solely through secondary effects of cards that cost quanta
Specific offensive use (i.e. generating Fire qualia in any way damages the opponent)
Specific defensive use (i.e. generating Light qualia in any way heals you)