okey!!!! first off i'm putting these here because I can't really think of another forum for them. i was thinking "game and application development" but this is still waaay in the early design stage so i guess this is the best place for it. if you don't like it bite me i'm above the rules :wooper:
Background: Because I have waaaay too many projects going on, it's been a recent thing of mine to try and merge them together. This is one of my attempts to merge a number of my fantasy worlds together. Also I LOVE Magic: The Gathering and I've been half-designing TCGs for many years. Rather than make it into an RPG or anything like that, I decided to go back to TCG design and I'm trying to tell the stories in that way. I think it will work better as a storytelling medium because I have a lot of smaller interconnecting stories to tell with a lot of characters, rather than a single overarching narrative.
okay get on with it alrady!!!! ufucking troll
missingno's
F R E E S I A
Basically, this topic is about the design process and I am looking for feedback and help! A lot of this is too similar to MTG, so I'm going to want some ideas and stuff to help make this feel more original. You don't have to be a Magic player to help me out with this. In fact if you don't play the game it might be even better.
One of the big differences is that there's no direct energy sources, but rather your mana is a single resource that you add to and subtract from over the course of the game. The costs of some cards add to the mana and the costs of others take away from it. This cost is shown in the upper-right corner of each card (with the exception of creature cards, which cannot play themselves and need to be put into play by another card. But more on that later!).
If you're familiar with Magic, this is a lot like the loyalty counters on Planeswalker cards. I thought of this a long time ago though, of course.![Mad :mad: :mad:](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Races:
There are ten races in the world of Freesia. These races are primarily based on location rather than true physical race. For example, within the country of Sova there are a number of different peoples, yet in the context of the game they are all part of the larger "race" of Sovan. Some individual creatures or characters have a further class (such as "Wizard" or "Lionrider"), which would mark these smaller differences. On their own, these races (and classes) do nothing to a card, but they are used for interactions within the game.
If you're familiar with Magic, this is similar to creature types. The concept has been expanded and the ten races of Freesia become the primary classification for all cards, becoming more similar to Magic's five colors.
In addition to that, there are Otherworld races, which are simply from worlds that are beyond the scope of natural Freesia.
Okay cool (lol boringgggg you suc misingno!) now onto more interesting things: the cards themselves.
CREATURES
Like Magic, creatures are the main type of permanent in the game and the primary damage-dealers.
Creatures are the main fighters of the game. They have three stats: attack, defense and life, which aren't hard to figure out. Damage dealt to them stays on them untils it's cleared or the creature leaves play. Defense prevents damage dealt to them in one blow. For example, if a creature with 5 attack engages a creature with 2 defense, 3 damage would still be dealt. If that creature's life is 6, it would die after two turns of this.
Creatures cannot be played on their own. If you look in the top-right corner, you'll notice that they don't have an "up" or "down" cost, but a level. Other spells (events, characters, etc) allow you to put creatures into play.
Another special note is that creature damage cannot finish off the game (unless of course it says otherwise on the creature). Creatures may bring an opponent's life total down to 1, but all damage beyond that by creatures wouldn't count. Lethal damage to players can only be dealt by characters.
CHARACTERS
Characters are most similar to Legendary creatures in Magic.
For the most part characters function like creatures. They have attack, defense and life which works just like regular creatures. There are a few major differences, though.
First of all, the character cards represent actual named characters, rather than a generic monster. Because of this, there can only be one character with the same name in play at any given time. If a second character is played with the same name as the first, the first one is removed from the game, and returns to your hand when the other one leaves play.
Secondly, as I mentioned above, characters can deal lethal damage to an opponent to finish off a game. This is in order to preserve the "epic" feeling of an actual story. It only makes sense that a named character would be able to end things, right? You can tear away at your opponent's life with creatures and characters, but once they're down there, it's up to a named character to finish the job.
The last big difference between characters and creatures is that characters can be directly played. You'll notice that they have "up" and "down" mana costs in the top right corner, and they don't have levels.
EVENTS
In Magic, these would be sorceries.
Events are spells that have a one-time use and then are discarded. They can only be played during your turn. The effect of the spell is written in the text box. Most events deal with playing creatures.
ACTIONS
These would be similar to instants in Magic, except that in Freesia they can only be played in response to something or on an opponent's turn.
Actions are typically responses to things that the opponent would do. They cannot be played during your turn (unless an opponent plays an action during your turn, in which case you can act against his action). Like events, they have a one-time use and are discarded after they take effect.
FIELDS
Fields are closest to enchantments or artifacts in Magic, in that they are permanents often with global effects.
Background: Because I have waaaay too many projects going on, it's been a recent thing of mine to try and merge them together. This is one of my attempts to merge a number of my fantasy worlds together. Also I LOVE Magic: The Gathering and I've been half-designing TCGs for many years. Rather than make it into an RPG or anything like that, I decided to go back to TCG design and I'm trying to tell the stories in that way. I think it will work better as a storytelling medium because I have a lot of smaller interconnecting stories to tell with a lot of characters, rather than a single overarching narrative.
okay get on with it alrady!!!! ufucking troll
missingno's
F R E E S I A
Basically, this topic is about the design process and I am looking for feedback and help! A lot of this is too similar to MTG, so I'm going to want some ideas and stuff to help make this feel more original. You don't have to be a Magic player to help me out with this. In fact if you don't play the game it might be even better.
One of the big differences is that there's no direct energy sources, but rather your mana is a single resource that you add to and subtract from over the course of the game. The costs of some cards add to the mana and the costs of others take away from it. This cost is shown in the upper-right corner of each card (with the exception of creature cards, which cannot play themselves and need to be put into play by another card. But more on that later!).
If you're familiar with Magic, this is a lot like the loyalty counters on Planeswalker cards. I thought of this a long time ago though, of course.
Races:
There are ten races in the world of Freesia. These races are primarily based on location rather than true physical race. For example, within the country of Sova there are a number of different peoples, yet in the context of the game they are all part of the larger "race" of Sovan. Some individual creatures or characters have a further class (such as "Wizard" or "Lionrider"), which would mark these smaller differences. On their own, these races (and classes) do nothing to a card, but they are used for interactions within the game.
If you're familiar with Magic, this is similar to creature types. The concept has been expanded and the ten races of Freesia become the primary classification for all cards, becoming more similar to Magic's five colors.
- Sovans, primarily humans hailing from the country of Sova. Sova is a land of savannas where lions roam, dotted by large stand-alone walled cities.
- Dazcans, from the salt-desert to the south of Sova. Dazcans have scaley, bark-like white skin, but otherwise are like humans. Their culture has developed technology slightly more advanced than the other nations to make up for their homeland's natural lack of magical energy.
- Elves, from the Gradan forest. Elves are gray-skinned, from spending their lives away from the sun under the canopy of the forest. Rather than traditional arms, they have squid-like tentacles that allow them to swing from the trees.
- Daramites, the desert nation in the south. High mountains surround the desert and as a result the people of Daram are very inclusive. Nomad tribes wander the desert while others have built massive vertical cities that reach high into the sky to avoid the heat of the sands.
- Veians, in the north of the continent of Asliona there is a plain of metal. Thousands of years ago another world collided with Freesia creating this anomaly, and now Vei is as much a part of Freesia as Sova. The blue-skinned, graft-obsessed Veian people inhabit this lifeless world.
- Phantines, large elephant-people who inhabit the mountains surrounding Daram. They are renowned for their metalworking and value physical strength. The metal-land of Vei fascinates them as a resource, but its distance from their ancestral homeland prevents them from making full use of the abundance of natural metals.
- Ghasticans, the nation of Ghastica is on the other side of the Gradan forest, opposite the bountiful Sova. Ghastica is covered with swamps and marshlands. The inhabitants of Ghastica are primarily human, but there are also The Lost People, who are informally called "spirits", who have the ability to "blink" between Freesia and their own ravaged half-plane.
- Angels live in clouds cities in the sky. They believe that they are the connection between the gods and the non-flying peoples of Freesia and as such have a sense of elitism. They are powerful but rarely deal with the people below the clouds.
- Mer inhabit the underwater cities along the western coast of the Aslionan continent. Knowledge-seeking and always curious, the Mer have a reputation for pushing natural magic beyond its limits. They're also known for their exceedingly complicated class and governmental structures.
- Sect, insectlike creatures and the guardians of Freesia. They live far under the ground and their lives are devoted to taking care of the mana engines that keep the plane functioning. Their existence is largely unknown to the majority of the people, although there are many myths and legends about them.
In addition to that, there are Otherworld races, which are simply from worlds that are beyond the scope of natural Freesia.
Okay cool (lol boringgggg you suc misingno!) now onto more interesting things: the cards themselves.
CREATURES
Like Magic, creatures are the main type of permanent in the game and the primary damage-dealers.
http://bb.xieke.com/files/freesia_maybe2.png[/img]
http://bb.xieke.com/files/freesia_maybe4.png[/img]
http://bb.xieke.com/files/freesia_maybe4.png[/img]
Creatures are the main fighters of the game. They have three stats: attack, defense and life, which aren't hard to figure out. Damage dealt to them stays on them untils it's cleared or the creature leaves play. Defense prevents damage dealt to them in one blow. For example, if a creature with 5 attack engages a creature with 2 defense, 3 damage would still be dealt. If that creature's life is 6, it would die after two turns of this.
Creatures cannot be played on their own. If you look in the top-right corner, you'll notice that they don't have an "up" or "down" cost, but a level. Other spells (events, characters, etc) allow you to put creatures into play.
Another special note is that creature damage cannot finish off the game (unless of course it says otherwise on the creature). Creatures may bring an opponent's life total down to 1, but all damage beyond that by creatures wouldn't count. Lethal damage to players can only be dealt by characters.
CHARACTERS
Characters are most similar to Legendary creatures in Magic.
http://bb.xieke.com/files/freesia_maybe3.png[/img]
http://bb.xieke.com/files/freesia_maybe8.png[/img]
http://bb.xieke.com/files/freesia_maybe8.png[/img]
For the most part characters function like creatures. They have attack, defense and life which works just like regular creatures. There are a few major differences, though.
First of all, the character cards represent actual named characters, rather than a generic monster. Because of this, there can only be one character with the same name in play at any given time. If a second character is played with the same name as the first, the first one is removed from the game, and returns to your hand when the other one leaves play.
Secondly, as I mentioned above, characters can deal lethal damage to an opponent to finish off a game. This is in order to preserve the "epic" feeling of an actual story. It only makes sense that a named character would be able to end things, right? You can tear away at your opponent's life with creatures and characters, but once they're down there, it's up to a named character to finish the job.
The last big difference between characters and creatures is that characters can be directly played. You'll notice that they have "up" and "down" mana costs in the top right corner, and they don't have levels.
EVENTS
In Magic, these would be sorceries.
http://bb.xieke.com/files/freesia_maybe5.png[/img]
http://bb.xieke.com/files/freesia_maybe101.png[/img]
http://bb.xieke.com/files/freesia_maybe101.png[/img]
Events are spells that have a one-time use and then are discarded. They can only be played during your turn. The effect of the spell is written in the text box. Most events deal with playing creatures.
ACTIONS
These would be similar to instants in Magic, except that in Freesia they can only be played in response to something or on an opponent's turn.
http://bb.xieke.com/files/freesia_maybe12.png[/img]
http://bb.xieke.com/files/freesia_maybe9.png[/img]
http://bb.xieke.com/files/freesia_maybe9.png[/img]
Actions are typically responses to things that the opponent would do. They cannot be played during your turn (unless an opponent plays an action during your turn, in which case you can act against his action). Like events, they have a one-time use and are discarded after they take effect.
FIELDS
Fields are closest to enchantments or artifacts in Magic, in that they are permanents often with global effects.
http://bb.xieke.com/files/freesia_maybe61.png[/img]
Fields are played and remain in play until they are destroyed. Their effects typically alter the rules of the game.
http://bb.xieke.com/files/freesia_maybe7.png[/img]
Fields are played and remain in play until they are destroyed. Their effects typically alter the rules of the game.
http://bb.xieke.com/files/freesia_maybe7.png[/img]