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Crystal Heroes

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questccg
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So a *little* while back, I paid to be part of a bidding process for a GoDaddy Domain name: "Crystal Heroes". And luckily enough there were no other bidders - so I WON the domain name.

The thing is this "Crystal Heroes" is a filler-style game which I am designing.

  • It is made for two (2) players (duel style).
  • The play time duration is about 5 to 10 minutes.
  • Features a customizable deck of 12 cards.
  • Will follow an LCG like model such that sets are sold as opposed to random boosters.
  • Will be Kickstarted with the base game (12 cards) and stretch rewards reaching 28 cards (for 1,000 backers).

The game is "addictive". It's easy to waist time and say "Let's play best out of 3 or best out of 5." And the whole experience is said in done in about 30 minutes...

Unlike "Quest AC 2" where I am struggling to design a game that is *awesome*, "Crystal Heroes" actually is a FUN game to play. It's simple enough children can learn how to play (under the age of 13) and can also lead to competitive game playing (if the game becomes popular enough...)

Originally I wanted to make the game an "Android" game - but I don't have either the finances or the capacity to program the game myself. However a physical "replica" of the game might reach out to LESS people - but still be an interesting game to develop (physically). At least it means that my game was designed and is "out there!"

I struggled a bit with the MATH - that's where the main problem was - but I found a reasonably good way to resolve that issue. Yes the game has math but it's simple enough you can track it.

The only thing that remains now is the RPS-9 that I designed for the game. I will somehow need to provide the chart as a reference. I know Pokemon has a real complex RPS chart - I am wondering HOW they manage to get players knowing the compatibility between cards.

Here is a link to the RPS-9:

http://www.bgdf.com/forum/game-creation/mechanics/rps-9-yes-or-no#commen...

Anyways if you have knowledge about Pokemon - and can help me with the RPS-9, that would be greatly appreciated!

Cheers all!

Update: I don't want to change the RPS-9, only have a way to illustrate this on the cards themselves. There is no way Pokemon's RPS has to be memorized... It's got too many variants and exceptions.

questccg
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Here is the Pokemon RPS

Here is the RPS for Pokemon:

There has got to be some way they manage these rules on the cards themselves, no?

Fhizban
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hey quest, congrats on the

hey quest,
congrats on the domain!

uh - its been ages since my last post here, and this one might not be on topic:

regarding pokemon, I had the idea recently to make a 4 vs 4 card combat game that plays like the typical RPG combat systems. with the typical stats (HP, ATK, DEF, Speed etc) and lots of skills - while toned down to something that would fit a card game much more.

so essentially there should be a "party building aspect" to the game, you make a party of 4 monsters (heroes or whatever) and then you battle your opponent in a fast paced 4 vs 4, turn based RPGish combat.

this sounds very similiar to what you are trying to achieve!

questccg
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Not really!

Fhizban wrote:
...this sounds very similar to what you are trying to achieve!

Well actually no. :) My game is only a filler game. It's really got nothing to do with Pokemon - other than it uses an RPS to determine what cards do battle.

I like deck-building so you choose prior to a "battle" the 12 cards you want to play with. Then you decide how many rounds: 1, 3, 5, etc.

As far as stats are concerned, there are four (4) distinct stats:

  • Energy - your card's life points.
  • Attack - the strength of your card's attack power.
  • Defense - the strength of your cards' defending capability.
  • Damage - the amount of damage your card can deal.

Combat is decided by using a RPS-9. So when two (2) cards face-off, the RPS-9 determines who attacks (and how they attack). Options are:

  • Neither player attacks.
  • Both players attack.
  • One player attacks (normal damage).
  • One player attacks (double damage).

Cards are put in play during consecutive phases and each phase is different from the preceding ones. There is also card disposition (which could allow someone to design a game mat for the game...)

questccg
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Here is the RPS-9 Chart/Table

I revised the old version into something I believe is MORE readable.

Here is the sample:

Tell me if this chart looks more understandable!

Note: How to read the data.

0 = No attack, 1 = Attack with Normal Damage, 2 = Attack with Double Damage.

questccg
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Here is the RPS-9 Graph

If you want to refer to the Graph, I am including a link to it - so that it is more understandable with the Chart/Table:

Again please tell me if there are ways that I can "improve" the quality of the components (Chart/Table or Graph).

questccg
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Combat calculations

Aside from there being a bunch of mathematical calculations (simple ones like +1, -1 or 2x, etc.), combat goes something like this:

  • Determine which player has the initiative (based on RPS-9).
  • Compare the Attacking player's Attack value against the opponent's Defense value.
  • If the Attack is GREATER than the Defense value, apply the amount of Damage the attacker has and subtract from the defending player's Energy.
  • If the opponent's Energy drops BELOW 0, that crystal/card is removed from play.

It's as simple like that. Why I wanted a separate DAMAGE stat was because with all kinds of MODIFIERS, it would be possible to take a WEAK unit and make it super strong (High Attack) and then you could like use another card to DOUBLE it's Damage, etc.

As you can see, this game has combos and modifiers to boot! :)

You can also play with colors (as another type of modifier)... I'm hoping this small but QUICK and FUN game appeals to a lot of different types of gamers.

Balancing the cards will be the tough part. Considering all players start with the SAME twelve (12) cards, I hope we do reach stretch goals to at least introduce some variance in terms of cards/sets...

questccg
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About the crowdfunding

This game is pretty *small*. As such I am only seeking $5,000 to fund the initial game. We have stretch goals which unlock MORE cards/crystals...

Our HIGHEST stretch goal is a whooping twenty eight (28) cards!!! So you pay for twelve (12) cards and you would get sixteen (16) MORE cards absolutely FREE of charge.

That's more than DOUBLE a deck. And when we balance out the cards, then it will be more clear what bonuses can apply and what decks can be built.

I won't talk about all the elements, but these are some general ideas to try to encourage people to invest in our game!

questccg
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Unique Units

The total of "unique" Units is eighty one (81) or nine by nine (9 x 9). The Unit breakdown looks like this:

1-3: Soldiers [Melee]
4: Thief (or Guard) [Melee]
5: Legendary Beast [Melee or Support]
6: Ranged [Support]
7: Priest [Support]
8: Mage [Support]
9: Ruler [Melee or Support]

Originally the plan was to have ONLY 81 units (one of each). But then I realized there could be "multiples" of certain types (such as Soldiers).

For example, the Humans have three (3) Melee units:

1. Fighter
2. Knight
3. Paladin

It could be that there are "several" Fighters in the original 12 deck of cards... Human vs. Human produces no attacks and it helps in establishing a color focus of "Blue".

I think I want to have a balance between "Blue" & "Red" for the initial 12 cards... 4 Blue, 4 Red and 4 "others". Dominating "by color" means that the player earns a bonus of 10 points (towards victory).

Update: The bonus has not yet been playtested - so it could be less, like 5 points only (depending on what balancing yields...)

JewellGames
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game

Awhile ago I made a dice game that has some elements your game has but my combat and scoring is more straight forward and simplified. I have thought about turning this into a card game (still roll a die for combat) to save on costs and so I can display more information for each unit. Also, this would open up new abilities and effects.

But, I haven't moved forward with the design because I'm looking to collaborate on it.

Game Rules

Maybe this will drum up some new ideas for your game.

wombat929
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Regarding the RPS chart -

Regarding the RPS chart - ouch! That's not fun to read. So a thought: what about a series of icons on the cards that reflected the RPS? If each of your nine factions has its own icon/color, then your card could just have a COMBAT line like this:

Humans
COMBAT: U! HE WE G O

High elves:
COMBAT: O! D WE DE G U

You could use a border or something to indicate which powers are doubled. Take a look at the icon system for Vampire: The Eternal Struggle. They had these powers, and each character could use them in "regular" form if they had a square icon, and in advanced form if they had a diamond icon.

If the cards all have a clear icon (upper left or something) to show which card they are, it becomes very easy to see whose card attacks whom.

questccg
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Wow that is...

Pure GENIUS! I hadn't even thought that all I needed to document was the race card itself and how IT attacks ONLY!!!

This is an AWESOME idea...

I would make the FIRST icon and SQUARE (To indicate double attack) and the remaining ones circles like other popular CCGs. Since I don't have any "Mana" requirements, I can place the five (5) symbols at the very TOP of each card.

Or place the symbols in the "middle" area which indicates the TYPE of unit the card is (eg. Human) and it's role (eg. Knight), etc...

Thanks so very much... This will HELP enormously in helping define how EASY combat is considering using the SYMBOLS on the card (and there are only 5 to place)!

AMAZING!!!

questccg
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Here is the NEW table

I condensed all the data (as per your suggestion) and the resulting table is this:

questccg
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Design is almost completed

@JewellGames: I wasn't really looking for game ideas, I already have defined all the phases of the game - when the game was supposed to be a VIDEO GAME. The issue I was having was HOW to implement the RPS-9 rules.

See with the video game, I would be able to display icons such as Attack, Double Damage or Defend. And there would be no problems.

But with actual CARDS, somehow each player needed a way to know who will be the aggressor for each encounter/battle.

The only thing left is deciding on "Special Effects" and "Actual Card Stats". I want a strong combo-mechanic that gives good bonuses with the other cards in play. Even in the standard deck of 12 cards, I want there to be some combos with those cards.

JewellGames
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Gotcha I think I mentioned

Gotcha
I think I mentioned something about relation icons before in your other thread but you said it'd be too many icons at that time.

Good to see its been refined a little.

questccg
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About the stats

I am using four (4) stats instead of three (3).

  • Power (P) = Crystal power, your unit's life force.
  • Attack (A) = The amount of strength when attacking an opponent.
  • Resistance (R) = The amount of defense when defending from an attack.
  • Damage (D) = The amount of wounds inflicted to an opponent's Power.

First thing first, the RPS-9 is checked to see who will attack whom. If it's both, the the player with the LOWEST Power goes first (in case of death)...

Next we compare the Attack (A) value to the opponent's Resistance (R). If it is GREATER, then that unit inflicts X Damage (D) to the opponent's Power (P).

So I can have effects to modify any of these four (4) stats.

Like for example: If the Phoenix is in play, +1 to all RED units (Orcs).

So the Phoenix fire encourages bloodlust in the Orcs... They are *wild* and enraged... and therefore each Orc gains +1 Power.

BTW the Phoenix is the "High Elves" "Legendary Beast". But it affects another race of units...

Update: In the initial deck of 12 cards, the "Dark Elves" "Assassin" will be one of the "controversial" cards. Why? Because this card can "assassinate" any opponent's card having 5 or less Power.

And it boils down to some luck, you must roll 5 or higher using a d10, if successful the opponent's card/unit is assassinated! The odds are 50/50...

Something like "roll 1d10 = 5+, kill any". And this could be used in tandem with YOUR own "Necromancer" which states: "If killed, +2 to all Black". So you lose 2 Power (Necromancer) and earn +2 for all your other Black (Undead) units.

Things like this... Like I said the game has a GOOD potential to be FUN. strategic and short (in terms of duration: 5-10 minutes a game).

Update 2x: The assassin is also a very dangerous "melee" card because of HIGH Attack (A) and HIGH Damage (D). So not only can you use it's assassination ability, you can also engage enemy units and fatally wound an opponent's unit!

questccg
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How the RPS-9 works

So what happens is when two (2) cards face-off in melee combat, there are a series of "phases" that occur.

First phase, player place their "melee" cards FACE-DOWN. So no one knows what the opposing card is.

The Second phase, players state the alignment of their hidden cards. Based on this information, players may use their support cards to use Active Abilities such as boons, shields, buffs, etc. And sometime activate a melee Ability like Fortify (Human - Knights) or Comrades (Human - Fighters). Once both players are satisfied with their units, we move on to the reveal. Other possibilities is using a "Mystic" ability of Teleportation and switch two cards melee position...

The Third phase, players gradually reveal the cards they have and combat occurs according to the RPS-9. As stated before, cards use a four (4) stat mechanic to resolve the actual combat.

This is not all 100% accurate - but in general explains how the game is meant to work with stats, RPS and combat...

wombat929
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Whoo hoo! It's great to see

Whoo hoo! It's great to see somebody on a real design stampede. Keep up the good work!

questccg
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I've actually posted a Blog entry

I have added a Blog entry with the twelve (12) initial cards used by the Starter Deck.

Here is the link: http://www.bgdf.com/node/16787

As I said in that Blog, I will be working on defining the sixteen (16) BONUS/Stretch cards which could come with the base game!

questccg
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Stretch rewards

Originally I had the intention of adding a NEW card every 50 backers. But since I am designing the additional cards in sets of 4 cards, I figured I'd regroup the Stretch Rewards such that they occur every 200 backers.

So basically the game up to 399 backers has the original game: the 12 cards presented in my Blog.

Once we hit 400 backer, backers will get 16 (12 + 4) cards.

And every increment of 200 backers earns 4 additional cards up until we reach 1,000 backers. This is the plan today - things could change, keep a look out for them!

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