v0.1.3 || Choice related card interactions


Summary

This update focuses on introducing card functionality that offers the user choices. For example choosing what card to draw/discard or destroy. Meaningful choices enables the user to interact in a way that fits them best. More interesting mechanics for choices like scrying and drafting could be introduced in later versions.

There still isn't any real gameplay or win conditions. The program is still in a proof of concept stage.

New content & features

  •     Adds buildings that can be tapped. Tapping prevents the card from being tapped again that turn. Cards are untapped at start of turn.
  •     Adds DESTROY functionality. Destroyed cards are removed from play.
  •     Adds DISCARD functionality. Discarded cards are moved to the discard pile.
  •     Adds FETCH functionality. Fetching moves a card from a deck into the players hand.
  •     Adds the functionality for picking cards from a grid card view. This view is used when discarding, destroying and fetching cards.
  •     Adds the functionality for viewing all cards within a deck. The decks that exist right now are the player discard/draw decks, and the dynamic market discard/draw decks.

Future

The next iteration will focus on adding some primitive gameplay elements. With some very simple win/lose conditions. As a first draft I'll try a system similar to the events found in games like "The lost expedition", "Hogwarts Battle" or "Arkham horror". I.e a system where "event" cards are drawn, that generates a threat of some kind. The player will then have options for countering the "events", and if not will suffer a harmful effect. The aim is not to create engaging gameplay or a challenge. But to introduce a skeleton for a new system, "the enemy". I want to introduce this skeleton as early as possible, such that the other systems can develop along side it, instead of shoehorning it in later. This first system would be a symmetrical to the player, meaning that they have slightly different rules and doesn't use the same cards as the player.

After having introduced this asymmetrical "enemy" system a next step could be to make the card decks more fleshed out. Or it could be to improve GUI and create systems for animation effects. At the moment the backlog looks as follows, but will most likely change in the future.

Files

OcelotDeckBuilder_0_1_3.zip 33 MB
11 days ago

Get Ocelot deck builder

Leave a comment

Log in with itch.io to leave a comment.