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design.txt
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design.txt
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-= Rules =-
Each player starts with a deck of min 40 cards.
Each player starts with 25 life, goal is to lower your opponent's life total to 0.
At the beginning of the game, each player draws 5 cards.
Cards are split into types:
Creature - is placed onto a lane, is used to attack the opponent
At the beginning of each players turn, they draw 1 card and gain 2 action points.
Action points can be spent on the following actions:
- Playing cards - each card can cost from 0 to 2 action points.
- Drawing a card - costs 1 action point.
Some cards also have a Floop ability. Floop abilities are free to activate. If a creature is flooped, it can't attack during the <attack phase>.
Some cards have abilities that require paying action points.
- Creatures -
Creatures have Attack and Defense. When a creature's defense lowers to 0 or less, it dies. Damage is carried through turns. If not flooped, they have to attack during the <attack phase>.
- Buildings -
Buildings have activated abilities that require a certain cost.
- Spells -
Spells have effects, after it's resolution the spell goes to the discard.
= Card effects =
Cards in Card Wars can have the following effects:
+ (>10) Dynamically modify DEF and ATK
- (4) Targeting of specific in-play cards
- (7) Effects that trigger when card enters play
- (1) Effects that trigger when card leaves play
- (3) Effects that trigger at the start of a turn
- (1) Effects that trigger when a creature changes lanes
- (2) Effects that last until end of turn
- (3) Effects that trigger when another card enters play
+ (6) Direct damage to opponent
+ (8) Direct damage to creatures
- (1) Building movement
- (4) Creature movement
+ (1) Fetching of the current creature's lane
- (1) Direct Building destruction
- (1) Direct Creature destruction
+ (1) Count the number of specific lanes a player controls
+ (1) Count the number of creatures based on their landscape
+ (1) Count the number of adjacent lanes
+ (2) Counting of cards in hand of a specific player
- (1) Additional costs to play a card (except action points)
+ (5) Card draw
- (4) Landscape flipping (from face-up to face-down and vice-versa)
- (3) Returning an in-play card to its owner's hand
- (3) Action point cost to activate abilities
- (1) Stealing cards from hand
- (1) Playing cards for free
- (2) Checking whether a creature has changed lanes this turn
+ (1) Checking whether an opponent controls a creature in a specific lane
- (1) Checking how many cards of a specific type a player has played in a turn
- (1) Dynamically losing abilities
- (1) Dynamically adding abilities
- (1) Untapping flooped creatures (ready a Flooped Creature)
- (1) Targeting cards in a discard pile
- (1) Putting cards from other zones to the top of the deck
+ (1) Forbidding of attacking creatures
- (2) Modifying current action points
- (3) Card discarding
+ (1) Counting of cards in a discard pile
- (1) ??? Opponent targeting
- (1) Destruction of creatures IN ACTIVATION COST
- (4) Returning random/specific cards from discard to hand
- (2) Self sacrifice IN ACTIVATION COST
- (2) Putting cards from top of deck to discard
- (1) Checking of card's action cost
- (2) Card playing checks
- (1) Modifying the amount of damage a creature will deal
- (1) Forbidding effects that trigger at specific times (entering or leaving play effects)
- (1) "At the end of turn" effects
- (2) Dynamic action point cost modification
- (1) Effects that reveal cards from the top of the deck
- (1) Putting cards to the bottom of the deck
+ (2) DEF modification
- (2) Checking whether the card entered play THIS turn
- (1) Checking how many creatures entered play this turn
- (1) Triggers that let you return the card to it's owners hand AS COST
- (1) Cost modification of the next card being played
Your Creature on this Landscape cannot be targeted by your foe's Spells or Creature abilities
... and cannot be damaged by your foe's Spells.
= Complicated effects =
Some of the more complicated effects to implement:
- (2) disabling targeting by opponents' spells (does choosing count?)
- (1) disabling targeting by opponents' creature abilities (does choosing count?)
- (1) additional costs to play card
- (1) teammates
- (1) playing cards for free
- (1) forcing to play cards
- (1) "Text": "When target Creature attacks this turn, if it would leave play during the Fight Phase, remove all Damage from it instead."
- (1) deck card revealing
- (1) damage modification
- (1) removing cards from game
- (1) moving damage
- (1) allowing to play multiple buildings on a landscape
- (1) putting cards underneath other cards
- (1) creature type changing
- (2) conditional next card played cost modification
- (1) reorganizing top cards of a player's deck
- (1) searching for the first specific card in a deck, putting it into play
- (1) Friendly Creatures have +1 ATK until the start of the Fight Phase. Then each Creature deals Damage equal to its ATK to the opposing Creature in its Lane.
Djini Ghost
- (1) putting cards from discard into play
- (1) dealing damage directly to the opponent while fighting
- (1)
- (1)
- (1)
-= General game system design =-
The game state will be managed by state based effects. To calculate state, the match will have to check all creatures/buildings/eot effects.
Each creature has a enteredThisTurn field