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CARD SYSTEM: BRAINSTORM

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CARD SYSTEM: BRAINSTORM

Postby JakeyChan » 04 Mar 2011, 00:29

Okay so Pui had a nice idea the other day in the chat that we should incorporate a TCG (trading card game) element into the Kitchen Rpg. Basically, all items including armors, weapons and potions and whatnot (anything your character can use or wear) would be on a card with a short description and all the attributes. These can be collected and traded among the players and of course new ones can be created with the proper materials. The whole RPG will still be focusing on art, creativity and both written and visual storytelling but this will make it more easily organized and perhaps pave the way for a future game that can be printed and played with.

So now that I got that out of the way, its time we brainstorm how this would actually work, like the mechanics behind it and how the template should look. I'll let Pui work out the dimensions as he is currently working on a TCG related project. As for the mechanics, basically I think that each card should have a short description that tells what it is, where it came from, what makes it so cool blah blah blah, and then certain attributes.

An example (weapon): Hammer of Squishy Judgment
Description: "Wielded only by the strongest of heroes, the Hammer of Squishy Judgment crushes all skulls of those unfortunate enough to cross paths with it."
Class: Melee-2H
Element: None
Req: Warrior
Rarity: ***

Name: Hellish Helm
Description: "Legend has it that this is the helmet worn by Lucifer's demon general Bezlebub as he and the other fallen angels stormed Heavens Gate"
Class: Head-Helmet
Element: Fire
Req: Warrior
Rarity: *****

Name: Potion of Herbal Essences
Description: "One swig of this and you'll grow that arm back!"
Class: Item-Consumable
Element: None
Req: None
Rarity: **

Also, we can expand and have sort of mounts for the characters to ride around, since walking takes too long. There can be thoroughbred horses, giant beetles, drakes, unicorns, whatever, but I think it would be cool to have them on cards. This way all of a characters possesions would be on these cards.

There can also be contests in which cards can be the prizes. Also, I think this idea would integrate with the workshop idea, where materials can be collected and then for a price a new card can be forged with said materials.

This idea is very much in the works, so if anyone has any ideas feel free to contribute, also if you don't like the idea of these cards let us know cuz as of now it's not set in stone.

The staff can be contacted at:
inkblade@hotmail.fr
inkbladerpg@hotmail.com

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby Mugshotpro » 04 Mar 2011, 00:49

how about adding "companion cards". like animals or other rare elemental types.

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby JakeyChan » 04 Mar 2011, 02:17

That'd be cool too, right along with the Mounts. I'm also thinking that summoner type characters should have summon cards perhaps. Same with hunter/tamer types.

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby Luneder » 04 Mar 2011, 08:02

The main problem would be the trading card part, would need to set a system up where the actual deck the person has can be seen and be able to add and remove cards. If we do this we have to go the whole way on deciding how it would be played.

Just tossing up some cons that would need to be thought over

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby JakeyChan » 04 Mar 2011, 08:39

Yah, I wonder if there's a way to do it without any kind of programming?

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby Meteorskies » 04 Mar 2011, 09:53

Yes, there is: use the Kitchen items system.

So if I understand well, all items in general will be found/given/awarded as a card.
I suggest that for the cards the picture must be painted by the first owner to let some kind of customization. Example:
I get the Hammer of Squishy Judgment. I receive a card with the description and a blank space for me to put my art on it. I paint the hammer according to its description/characteristics and I put it in the blank space.

However, I think it would be better to have one and only art piece for regular objects as health potions, etc, or it will be too messy afterwards.

Personally I don't have any problem with this system as long as it stays something very "transparent" in the whole system. I wouldn't like to see it becoming the main focus of players.

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby Junkens » 04 Mar 2011, 13:06

I'm against card system.
TCG system works only if there is 1 party behind it who are deciding what cards get in, balancing and everything.
Ergo not suitable for our art thing.. atleast not with TCG in the backhead.

using a template that makes all items look like cards is okay with me.. but TCG is nothing we can or should pursue here


and as I recall was the idea of inkblade to give a world to battle and rpg in while training painting skills.
Card templates are rather small..

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby Meteorskies » 04 Mar 2011, 13:58

Good point

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby Luneder » 04 Mar 2011, 19:36

Me an JakeyChan had a brainstorming conversation last night about the RPG, it was late and i was in ramble mode.

(00:39:22) JakeyChan: so u bring up a good point bout the card system Lune
(00:39:50) Luneder: yeah
(00:40:29) Luneder: would literally need to code a game for it
(00:41:24) JakeyChan: hmm maybe no trading then?
(00:42:40) Luneder: well either way how would we play? just posting up images of the card on a forum does not really come across well
(00:43:29) JakeyChan: well its more about the art anyways, the cards are jus a way to see the weapons and what not and their attributes
(00:43:31) Luneder: i like the idea but we need to think of a way to make the game end work before we do the art part
(00:43:53) JakeyChan: the cards just keep track of what each char has and whatnot
(00:46:01) JakeyChan: before the cards the chars would jus have their own weapons and items and you just have to keep track of it
(00:46:14) JakeyChan: idk its gonna need alot of brainstorming and whatnot
(00:48:26) Luneder: either way the game end need decided. One of the biggest reasons the RPG went no where was because we tried designing races and environments without a clue why or the story of the game they would be used in
(00:49:39) JakeyChan: true
(00:52:07) JakeyChan: we need a base story since most of the storyline will be made by those involved
(00:53:26) Luneder: main starting point would be the world, like what kind of environment can be expected
(00:54:55) JakeyChan: what do ya mean?
(00:55:01) Luneder: the locations thread had the problem of having several bizarre locations but nothing really tied into each other
(00:56:08) JakeyChan: well theres the map, you mean like in relation to each other?
(00:57:57) Luneder: so say the planet has a weird gravity system so there would be floating islands or unusual weather patterns
(00:58:36) JakeyChan: ahh
(00:59:07) Luneder: maps are only as good as the description and knowledge of the locations
(01:03:04) Luneder: would have to start in the map phase with several possible world descriptions, best looking map decides the world theme
(01:05:26) JakeyChan: you mean make a new map?
(01:06:07) Luneder: would say start with 1 continent and as we progress add more that way we can keep the rpg expanding and not let each part of the rpg creation die.
(01:07:07) JakeyChan: that would be good
(01:07:29) JakeyChan: im gonna take a look at the map again
a map would be fun to make
(01:09:10) Luneder: yeah
(01:09:55) Luneder: there are a few people that excel at map making I have found through watching so many people on DA
(01:10:12) Luneder: mostly because most fantasy books require one
(01:10:18) Luneder: and games
(01:10:41) JakeyChan: nice
(01:10:48) JakeyChan: what style to go for?
(01:10:58) JakeyChan: i like the way maps look in games like WoW and Allods
(01:12:49) Luneder: i would say more like satellite view so we have a color them to go, but i would still leave it open to the ink line look.
(01:13:01) Luneder: to go by*
(01:13:43) JakeyChan: hmm maybe with low saturation or something
(01:13:59) Luneder: we just need enough detail in the map to tell what each region is like
(01:14:27) JakeyChan: yah i agree
(01:15:15) Luneder: be like what good do blank areas and arrow heads for trees and mountains do when designing the locations
(01:16:02) JakeyChan: i also think each location needs either sublocations or something similar so its not so spread out
(01:16:09) JakeyChan: for example, the train station def needs a city
(01:16:23) Luneder: yeah
(01:17:01) JakeyChan: my temple location needs an interior
(01:17:13) JakeyChan: etc
(01:20:03) JakeyChan: also need alot of "basic" locations
(01:20:14) Luneder: yep
(01:20:50) JakeyChan: idk the word im looking for but stuff without monuments or anything weird
(01:20:59) JakeyChan: we have a couple
(01:21:18) JakeyChan: like a forest, snowy mountain region
(01:22:54) Luneder: kind of like WoWs crossroads location, that was the most ordinary place but easy to remember
(01:23:40) Luneder: it was nothing but hills and prairie
(01:23:51) JakeyChan: yah
(01:24:12) JakeyChan: so more of those and some cities/towns and i think it'll be adequate to start making the map
(01:24:23) JakeyChan: or filling in should the map be made first
(01:25:10) JakeyChan: also basic races
(01:26:14) Luneder: map would come first, would have to make sure that multiple regional climates could be decipherable
(01:26:23) JakeyChan: yah


The map part will at least give us a direction to go while we hack out this TCG

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Re: RPG CARDS:: Brainstorming/Mechanics

Postby JakeyChan » 04 Mar 2011, 19:50

Yah perhaps this TCG aspect of it may be too much or take away from the original idea but I definitely think a cardlike template will be best for all items featured in the game, that way the description and attributes can be all in one place.

And yes while we work out this card system, we should definitely think about creating a smaller map that can fit all of our locations and expand on that later on.

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