Saturday, October 2, 2010

Open Question #2: Combat

okay apologies in advance for the horrid formatting here. I've been brainstorming in google docs and it's just such a waste of time to do that there and then retype everything lovely here. and since you're not going to read it anyways, then I'm just going to use this blog as a dump site for my brainstorming and such and not worry about making it exceedingly legible.

What's important? SPEED SPEED SPEED SPEED SPEED SPEED SPEED SPEED DO NOT FORGET THIS, OKAY FOR SERIOUS.

Now. List o interesting combat mechanics.


  • Elements
    • requires use of non combat cards to generate resource which your dudes use.
    • limits you to one or two elements, and forces randomness by adding extraneous cards to deck
    • binary have/dont: once you hit a certain point, mana is a non issue.
      • false gods exploit this to increase difficulty.
  • Pokemon: PP
    • kind of a shitty limitation - only meaningful in endurance matches or when extremely low. 
    • Just adds grind and frustration. 
    • meaningless in battle, only important outside of battle. ew?
  • Legend of Legaia: geometry
    • each move consumes a certain amt of energy - players have max amt of energy per turn
    • create interesting combos by stacking things weird
    • very easy cost->effect correlation - better moves cost more.
  • Tenchi game: Energy
    • Gain 2 per turn
    • moves use static amt, 1, 2, 3, 4
Okay this isn't gonna work

Moving to the bed

I have cut up a thousand little paper squares on which I am brainstorming


It's working pretty rad but I'm not quite at the point where I want to type it all up yet.


I'll get there, be patient.

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