v0.4 || Dynamic card generation


Summary

This update focuses on cards that can generate new cards. This enables market and encounter decks to grow along the game. The decks can start thin, and grow through card actions. This introduces a level of randomness and "exploration". This random is good from a gameplay perspective. As it enables unique playthroughs and more replayability. It also streamlines the game in the sense that not all cards will be available/"unlocked" from the start. More dangerous enemies can for example be added to the encounters in later rounds.

New content & features

  • Adds "attributes" to cards. A card can have any number of attributes. Each attribute modifies the rules/functionality of a card. At the moment there are 3 attributes. "Linger": The card will stay in play after played, or when drawn if it's an encounter card. "Unique": Can only be generated once through card generation actions. "Indestructible": Cannot be discarded or destroyed by other cards than itself.
  • Adds the "For each" card action. This action performs another action for each item that fulfills a specific condition.
  • Adds the "Create card" card action. Will generate new cards based on specific conditions. Supported conditions are by name or by tag. Can generate random cards matching the condition, all, or only one specific card.
  • Adds a new adventure: "Quest for the lost temple". This adventure is designed to test and showcase the "Create card" action. It has a jungle exploration theme. Out of all the existing adventures this is the most comprehensive, but still mostly a proof of concept.

This is an example of a "For each" card. In this case the player gains the blue resource for every card that has been played with the "Explorer" tag.


This is an example of two cards that use the "Create card" action. The "Viper" can add new "Poisoned" cards to the players deck, hurting him when they are drawn. This is the only way in which the "Poisoned" card can be created.


Another creative way of using the the "Create card" mechanism is to model locations. The player can spend movement points (The arced arrow symbol) to destroy the current "Location" and add another random "Location". The "Locations" are "Unique" meaning they can only appear once. Some "Locations" will add new threats, other are helpful and one of them enable you to win the game; the "The lost temple" "Location". This system is vaguely inspired by how locations are modeled in Arkham Horror the car game.


The "Locations" I've added for testing this feature are as follows. Some will progress you further into the jungle (blue), some will move you to another "Location" within the same level (red/green), and one can win you the game (yellow).

Future

I have the following 5 releases on my roadmap. Because of other factors in my life at the moment I need something very small and self contained to work on; So I think I will do some improvement of the market GUI/functionality next.


Files

OCCA_0_4.zip 86 MB
7 days ago

Get OCCA: Open-Closed Card Adventures

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