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36m ago – Marc-Andre
Marc-Andre: 36m ago, 19162 posts (6%)
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Aug 1, 2014 19:56
i always think peon == pee on
Aug 1, 2014 19:51
we need to figure out the basics, like what are the card types... just "units" and "effects?"
Aug 1, 2014 19:47
@skiwi my instinct is telling me to stay away from an all-out 2d grid positional battlefield thingy, doesn't feel enough like a card game anymore
Aug 1, 2014 19:27
@DaggNabbit well that makes sense, but then we must answer some questions. Will the player have HP? Is the main point of the game playing monsters on the battlefield? Is there some tactical element to the positioning of cards on the field? Can the players choose who to attack when attacking, who to block when blocking? On a certain level we have not actually decided to have attacking and blocking yet as the main gameplay element
Aug 1, 2014 17:43
@skiwi and this. Playtesting is going to be key for awhile until you figure out the balancing issues
Aug 1, 2014 17:39
@Phrancis i would think you'd just put some status flags rather than moving records around... card in hand, card in graveyard, card in deck, etc
Aug 1, 2014 17:32
You could always have the ability on cards if it gets too op that it cost 2 or 3 mana etc just to keep it on the field, that way you have something huge but it limits your other options
Aug 1, 2014 15:52
Aug 1, 2014 15:35
I guess my point is if something is popular enough people will rip it off no matter what
Aug 1, 2014 15:31
most of the games i buy, i specifically want to give money to those developers to support them
Aug 1, 2014 15:06
one other thought about the overall design, maybe we could restrict it to a subset of rules with associated costs rather than unlimited free creation? that way we could try to balance the way those rules interact together. and the list of options could still be pretty big. just an idea
Aug 1, 2014 14:29
Imagine that.. Programmers who also like TCG? Who would've thunk?
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