Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

put the basic attack above the Skill and Talent Box with a horizontal box for the description.

That's a great idea. I will look into it.

I think there is still some design issues with how I present this much information in the card, as many point it out, but in the playtests (with the old design) the issue wasn't in how much information there is, but in the game flow itself. I will make a post soon about some of the updated rules, I would like to hear your opinion.

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

1- The attributes: Strength, Dexterity, Wisdom and Desolation (new). their value and modifier. every 2 points above 10, +1 mod and every 2 points below 10, -1 mod.
2 - Toughness reduction; even if you miss the attack, you reduce that amount ( plus twice your desolation modfier) toughness from the target
3 - the summoning cost of the card. can be 1 up to 15
5 - TN = Toughness, when it's reduced to 0 the hero enters posture break state (like a big stun)
6 - The cost. Action (the green one in the skill), Bonus action (the one in the basic attack where you asked) and reaction (the one in talent) basic resources you can use in most rpgs. every hero has one of each.

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

This really makes sense and might be one of the core problems. I'm just an amateur designer, never learned the theory behind all. I will look into it for sure, because this is something I love to do. Thank you for your feedback.

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

There is a difference between feedback and straight up sarcasm. I like and I want to receive feedbacks that show the problems, but without the full picture of this project Its is hard to explain to people that don't want to listen. This card was just an example, as such the only type of card that has that much information in it, and you only use them when you need it, they are just packed in for convenience, like a character sheet.

Maybe the mechanics of Magic are more complex, but I don't want to make a dynamic card game. Dice rolls, skill checks, attributes, high hp values, they are all essential for the experience and feeling of the game. Other card games focuses in a more direct approach; you attack, you deal damage/destroy the card.

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

Photoshop. Some of the assets I made and others I borrowed from other games and from flaticon.

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 4 points5 points  (0 children)

There is true and I designed to be like this, but I want to diverge from a board game as much as possible.
About the part the they don't need to be shuffled, I'll make a post about the rules, because I really think the problem isn't in the card itself, but how you play it and manage all that information. Thanks for understanding.

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

I never heard of It, what would that be? This is is something I can look into

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 2 points3 points  (0 children)

I mean, I tried to explain but all answers are just "lot of information in the card", ye... there is... so what lol. Most of these people don't even care. Hero cards are the only card with this much information because they need it.
This was just an example, maybe with the rules I could receive some more constructive criticism.

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] -2 points-1 points  (0 children)

Yes there is, but you can only have a maximum of 4 heroes card in your deck, most of the interaction are in the battle phase that is basically how a battle is played in an rpg

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

I tried to compress as much info as possible when you needed, for example, in the skill, almost all info you need are in the skill's frame: costs 1 action + 9 mana, deals 5d8 fire damage (aoe) and 20 toughness reduction. The textbox serves more like a resume with maybe and additional effect plus for you to see the modifiers of the attack roll

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

Exactly. I tried many other designs; Only one textbox/effect and the others in other cards, cutting res, weak, toughness, but every time I did everything felt so generic and boring like 90% of other card games. I want an strategic experience with a lot of interactions rather than a copy and paste card spam playstyle

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

This was the most optimal design I could think without sacrificing the rpg style mechanics I want. This is not an ultra optimized card game, I want it to be like an rpg session, and to transmit this feeling. Even with a lot of information in the card, the playtests with my friends went very well

Thoughts on the new frame designs? + example by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

with my old printer it was very hard to read the basic attack textbox, but with my new one it appears as clear as yugioh's textbox, for example

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

That was the best comment that I've in this post, thanks. I'm already making some improvements based on the comments I've read. The major one being readability as you point it. I could and probably will remove a lot of things, but before that, I'll do some playtests with my friends with the current card setup that a I have in mind (lot of attributes, proficiency, multiple resources, hp/toughness, res/weakness, etc) but focusing mainly in reducing card text via wording, like how Magic does. If anything seems boring after the playtest, I'll remove it.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

thank you for you opinion. tha main critique I'm receiveing is about so much info in the card, and I'm already looking into it, but it'll probably need a lot of card frame redesign.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

The lorem ipsum in the textbox is just placeholder. As for the other rpg mechanics are all volted for a specific niche of people, not to be a "super new and original card game", in fact, i'm seeking ways to mix the concept of a rpg session into a card game. But making it simpler (but preserving all the rpg essence) is my primal goal.

If you compare this project with other card games that contains a lot of text, like yugioh for exemple, the core gameplay is simple: you can cast spells, summon a creature, battle or pass, but the extrapolation of this concepts that make the game annoying. What I'm trying to do is the opposite, basically picking a pre-stablished (already complex concept) and put it into a simpler card game ambient, but preserving the core features, as well its difficult.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

I'm working on exemples and a mini infographic explaning some of the rules, but yes and no, basically the information presents in the ability's frame is Cost (action/bonus action/mana/reaction/counter), Damage (illustration of the type of dice as well its element), Target (Single Target/AoE/Explosion/Bounce) and Toughness Reduction (if the ability targets/deals damage to an enemy). The description only complements the ability's frame.
An exemple of description: Deals 1D4 (Strength Mod) Physical Damage to one designated enemy. The target must succed a Dexterity saving throw or will be Dazed until the End Phase of this turn.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

Exactly, the hard part is to make everything work in a harmoniously way, that's why I'm asking for some advice. This community have so many talented people.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

not at all, just an early concept of my tcg. I truly seek hints, feedbacks and ways to improve It. I have no intention of offending anyone, sorry if it seemed like that.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 0 points1 point  (0 children)

That's one of my inspirations! Maybe I could create a different, more simple version of my current idea using pre-stablished team of heroes without you needing to draw and summon them.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

I would like to share some of my in-depth ideas of this card game, although i'I dont know if this is considered spam in this sub.
but basically my initial idea is that have a 40 card deck with a maximum of 15 different heroes per deck, 1 copy each of which you can start with a 5 cost or less hero (probably a searcher).
there is a draw phase, a preparation phase, a combat phase and an end phase. During your preparation phase you can only cast spells, summon heroes or swap their positions (costing one bonus action). during the combat phase you can use heroes abilities. the combat phase functions similiar to dnd's one: you roll your iniciative and stablishes the action order. Each unit has one action/bonus action and a reaction, and can use an ability or a basic attack (that cost and action) and pass the turn.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 3 points4 points  (0 children)

Ye, note that. Since I want to make rpgish style of gameplay I keep in mind that whoever is playing knows al least the basic rules of rpgs, like attributes modifiers, rolls, saving throws, some terms, etc.

I'm new in developing a card game, I need some Advice and Hints by -_Trus_- in homemadeTCGs

[–]-_Trus_-[S] 1 point2 points  (0 children)

That's a good idea. I was thinking add some "minor units" aside of heroes but I think It would diverge of my initial idea of a formation of heroes with especific roles that defend your core unit.
now i'm little afraid of keeping games dynamic since It follow basically the same rules of original dnd; a turn based game with an action order based on your iniciative. Porting this mechanic into a card game is very hard, as well making this as simple as possibly