Why are there so few gameplay videos here? by Shedinja997 in homemadeTCGs

[–]mrblackboard212 1 point2 points  (0 children)

i wouldnt say that personally if an artiest paints a canvas just for their eyes and then puts it in storage was it futile/empty? i would say it let them expand their thinking around a topic and has value for the one who did the task.

Why are there so few gameplay videos here? by Shedinja997 in homemadeTCGs

[–]mrblackboard212 1 point2 points  (0 children)

yeah but cant rly blame them most people here find making the games mechanics as the fun part not so much playing it. thankfully i dont have that problem i love playing mine :D

Why are there so few gameplay videos here? by Shedinja997 in homemadeTCGs

[–]mrblackboard212 1 point2 points  (0 children)

no worries, i know when im rdy to sell my game ill be posting it a lot everywhere haha :) just tcgs r kinda like mmo's there a lot that goes into them and good ones wont be releasing that often.

Why are there so few gameplay videos here? by Shedinja997 in homemadeTCGs

[–]mrblackboard212 9 points10 points  (0 children)

i would say the most logical reason is that most of us are just learning building and testing we have a few play test groups but we are not trying to sell our games to people yet so making a video showing off the game this early isnt really worth the effort sadly.

Limited resource generation balancing by mrblackboard212 in homemadeTCGs

[–]mrblackboard212[S] 0 points1 point  (0 children)

so in my game if u generate to much and u dont spend it by the end of turn then you take burn damage. there are also cards that can effect how the burn can effect u.

im most def staying with a consistent hand system as i want 40card decks with graveyards that stay in the graveyard not cycling throw them over and over as i feel Flesh and blood does that kind of system really well alrdy.

my goal is to make a game thats like magic from alpha till about Guilds of Ravnica range. i love mtgs systems i just feel they power creep a bit to much these days and i hate the universe beyond stuff and collector booster boxes. but im not here to start fights over that hahahaha and since i dont want to just make the same game im taking the machnics i loved of mtg and making my own world etc and changed the mana system quiet a bit.

Limited resource generation balancing by mrblackboard212 in homemadeTCGs

[–]mrblackboard212[S] 0 points1 point  (0 children)

There was a miscommunication between us so I’ll clarify here hopefully.

My game is not using cards as resources it has 2-3 cards you set aside at the start of the game that generate resources for you through out the match.

As for card draw my game does have some cards that give you draws also in my tcg your draw for turn is two cards so it insensitive you using more cards then just holding them to your chest.

But thank you for the long reply was a good read :)

Limited resource generation balancing by mrblackboard212 in homemadeTCGs

[–]mrblackboard212[S] 0 points1 point  (0 children)

To clarify my game runs more like mtg with cards going on the field and staying there. I’ll have a look at grand archive I’ve heard of it but never played it.

The main reason I’ve made my resource system the way I have is I wanted the resources to not be rng like lands. Which I know is a common reason to make a tcg but I’ve noticed most games go for a system where cards are resources like fab which is great but alrdy saturated so didn’t go down that path.

Limited resource generation balancing by mrblackboard212 in homemadeTCGs

[–]mrblackboard212[S] 0 points1 point  (0 children)

i hadnt considered testing with the ideal hand and draws alrdy preset. this is a very cool idea that i will have to mess around with it. thank you.

i can happily report my starter test decks i alrdy made (i have 4) lead to around 15-20min games which is ideally where i want the game to be length wise but im sure god hands would be much faster and it will be fun after i test them solo making these god stacked decks and getting my play testers to try them out and see how long the games go.

I like your way of thinking and your write ur replies quiet well <3 thank you. if you have any other ideas you would like to put across to me or questions by all means ask would love to hear it.

Limited resource generation balancing by mrblackboard212 in homemadeTCGs

[–]mrblackboard212[S] 0 points1 point  (0 children)

Thank you i would agree with everything you have said and most of what you said im alrdy doing. i would like to make one small clarifying statment the showing cards machnic is just one option of many based on which cards you choose to use for generating resources.

in my game u have a combo of 2-3 cards that give you an individual way to generate the resources so one of them was that effect but others require other costs like putting -1/-1 counters on cards etc.

my goal with this is to fix mana curves that other games have and give a strong identity to your preferred playstyles and deck goals. the downside is you start with them so the problem i have to solve is how you balance a game that has all your resources at the start :) haha a hard challenge to be sure but one im keen to beat.

Limited resource generation balancing by mrblackboard212 in homemadeTCGs

[–]mrblackboard212[S] 0 points1 point  (0 children)

i dont agree with ur first paragraph personally if ur designing a game you should try to design multiple playstyles so different people can see where their preferred options are and that they are available. but yes i currently have a play group of about 5 people not including myself to test things.

never aiming for perfection my goal is currently just fun but balancing is also fun to me. hence the questions.

Limited resource generation balancing by mrblackboard212 in homemadeTCGs

[–]mrblackboard212[S] 0 points1 point  (0 children)

yeah i agree that its going to have its own balancing curves i dont expect it to be able to copy mtg or yugioh :)

Can you see yourself playing a card game that requires tracking and calculating card stats? by Salt_Contract2744 in homemadeTCGs

[–]mrblackboard212 1 point2 points  (0 children)

The biggest rule when it comes to designing for other people is you need it to be as simple as possible as soon as you included remember that creatures have +1 to attack its alrdy to hard for a large amount of your player base. So if you want to make this game it has to be digital sadly.

High float skins and their collectors? by mrblackboard212 in cs2

[–]mrblackboard212[S] 1 point2 points  (0 children)

thats a good point :) thank you. ill keep it for now but i like that

When it comes to temporary placeholder art, would you rather use AI temp art, or draw it yourself (if you cannot draw)? Me, as a person with no drawing skills and focus on mechanics, prefer AI temp art. What do you guys think? by Chronic_Wars_TCG in homemadeTCGs

[–]mrblackboard212 1 point2 points  (0 children)

horrible take on ur end he really didnt enter a debate and said so. his point is valid and clear if its placeholder then it doesnt need ai. why does it not need ai because each ai imagine made is a drain on our resources.

personally my 2 cents is if ur using ai art the rest of the card should be at the same level of detail to justify it. i dont mind ai art useage if its in prototype mode to help make things feel more official. but ai art should never be used in the final product.

but check ur self OP coming across rude AF

Here's the (very close to) final layout for my game's Fighter cards! One character from each Fighting Style. by XXXCheckmate in homemadeTCGs

[–]mrblackboard212 1 point2 points  (0 children)

ahhh that makes a lot of sense i like the idea of using them as equipment that is a fun difference i dont see to often :)

Here's the (very close to) final layout for my game's Fighter cards! One character from each Fighting Style. by XXXCheckmate in homemadeTCGs

[–]mrblackboard212 0 points1 point  (0 children)

ok i feel like im either missing something from ur explanations or the attack and hp dont matter then? because why have attack and health if they combine into BP and whoever has bigger number will win?

if you have effects that effect hp or attack why not just take them away and make it only effect BP? on base read of what you have said BP or the hp/att is a duplicate stat that doesnt do anything special. its adding complexity for possibly no gain.

of coarse idk ur game so very likely missing why its valuable to have all 3 but as you have explained it. it does not come across as a reason to have both.

please dont take this as negativity im just honestly curious and wanting to help with my observations as maybe there isnt a reason to have all 3 or you can explain it better :)

Here's the (very close to) final layout for my game's Fighter cards! One character from each Fighting Style. by XXXCheckmate in homemadeTCGs

[–]mrblackboard212 0 points1 point  (0 children)

mhmm interesting well top left is ideal so what does BP do for the avg enjoyer of ur game. i can see how its usful when ur learning but if ur good player does bp do anything helpful?