02-01-2016
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110
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iClassic Dev
Join Date: Sep 2011
Location: Onnet Town
Posts: 1,945
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These designs are amazing. Thanks a bunch Coco!
The main focus now (I think) should be gameplay and such. I think it's been established that battling would be similar to Hearthstone, which is fine. However, my one main concern is the Trap vs. Spell card. I'm afraid that they'll end up being too similar and we'll have to just end up merging them into one. Does anyone have any ideas as to how to make them different? (in terms of effects)
As for actually playing a card, I had a few ideas. My main one was drawing two cards on your turn: one from the Summon pile and possibly one from a Gralat pile? The idea is that you draw Gralat cards (similar to Energy in Pokemon) and can use these to play certain cards. For example, a card could cost 2 Green Gralats to be played, while another could cost 1 Red Gralat, etc. Gralat color could be based off of how powerful a card is, and this can lead to some interesting ideas for game mechanics (for example, you can only bring 15 Black Gralat cards into a deck, etc.) Just an idea I had, very different from Hearthstone but idk, thoughts?
Gralats would probably have their own template btw (although I would assume nothing fancy, probably just look very similar to Energy from Pokemon).
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Well the trap cards are the "secret" cards from hearthstone. They only play when something specific happens and the opponent doesn't know what the trap cards even is until that surviving thing happens, unlike magic cards that can be played whenever.
As for the cost, it's whatever the number is over the gralat. I figured it would work like it does in hearthstone and the different colored gralats are only to represent rarity. It would be a give-in that the rarer cards are more powerful, like an ultimate card would have high damage and health or something.
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