v0.1.2 || Conditional card effects


Summary

This update focuses on introducing a new type of card, Building. They are cards which permanently stick around and have passive effects. The aim of the update is to introduce card functionality that depends on other cards, making cards interact. Before this update all cards functioned on their own. The functionality introduced in this update is not complete, but introduces a skeleton which will be expanded upon in later iterations. There still is no "win condition" or "real" gameplay. The project can still be considered a prototype, or Proof Of Concept.

New content & features

  •     Added card counters. Counters are a representation of a cards state. The Counters of a card belongs to that card, and is kept as the card is played, drawn, discarded etc, unless otherwise specified. The "Family heirloom" is a card with counters, the lightnings icons.
  •     Added a new action: PAY_RESOURCE. Cards with this action requires the player to pay resources to play it. I.e; without sufficient resources these cards cannot be played.
  •     Added a new action: PAY_SELF_RESOURCE. Cards with this action requires the player to decrease a cards counter.
  •     Added a new action: GAIN_SELF_RESOURCE. Cards with this action requires the player to increase a cards counter.
  •     Added tags to cards. They are shown at the bottom of cards. Some examples are: Building and Treasure.
  •     Added buildings as a card type. Any card with a Building tag is considered to be a building. Buildings are placed permanently on the board when played. And has continuous effects each turn, or on events. The "Farm" is an example.
  •     Added additional triggers to building cards. These triggers are only active when a Building is in play and lets them passively act on other events. These events can be other cards being played, bought or drawn.
  •     Added a new action condition: CONDITION_TRIGGER_TAG. It will use the tag of the trigger card to determine if actions should be invoked.
  •     Added a new action condition: CONDITION_TRIGGER_COST. It will use the cost of the trigger card to determine if actions should be invoked.

Future

The upcoming work will focus on adding more ways to create, destroy and move cards around in various ways. This will allow the user to trim their deck, trashing garbage. It will also enable cards that can be played a limited number of times before they are destroyed. The aim of that update would add even more possibilities in the skeleton. 

The step after that could be focused on improving the UI, with the aim of increasing readability. But there are many other things that could also be prioritized.


Files

OcelotDeckBuilder_0_1_2.zip 33 MB
6 days ago

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