u/Low_Prior_8842

Added an 'interactive rulebook' to my game - thoughts?

There's a little art-less gameplay at the end where I show the tutorial. It's still a WIP and I will probably just grab some artful cards - these are just the simplest cards in the set. You can also export the rules as a PDF.

u/Low_Prior_8842 — 1 day ago
▲ 23 r/TCG+1 crossposts

Added shaders, particle systems, and a gentle parallax to my cards, plus learned a bit about how to improve my holo-foil images - how's the effect looking?

Put a lotttt of work into these recently - ~40 unique artworks now, so expect that demo soonish ;)

u/Low_Prior_8842 — 3 days ago

Added shaders, particle systems, and a gentle parallax to my cards, plus learned a bit about how to improve my holo-foil images - how's the effect looking?

Put a lottt of work into this lately. I've done about ~40 unique artworks, so expect that demo soon...

u/Low_Prior_8842 — 3 days ago

Added shaders, particle systems, and a gentle parallax to my cards, plus learned a bit about how to improve my holo-foil images - how's the effect looking?

u/Low_Prior_8842 — 3 days ago

Added shaders, particle systems, and a gentle parallax to my cards, plus learned a bit about how to improve my holo-foil images - how's the effect looking?

Put a lotttt of work into these cards so far. I've done about ~40 unique artworks, so expect that demo soooon...

u/Low_Prior_8842 — 3 days ago

"Upgradeable" cards are popular in the digital TCG wold, do I incorporate them in my game or not?

I'm a big fan of MTG (except where I'm not which is why I was inspired to make a game in the first place). There's no concept of "upgrade-ability" in traditional TCGs. I prefer this personally, I don't like the idea of a card being able to change or grow. I'm into competitive multiplayer, not really into single player (although I plan on building out a really nice story mode campaign for offline play, still storyboarding that however)

Anyway, with CCGs being digital now, evolving cards is an obvious thing we can do. Now if I do this, it would be for a really specific case - "Avatar" cards (the main characters). I would *only* allow you to pick a separate spec, so you can build decks with cards from a class (faction) your Avatar doesn't belong to, or perhaps swap your power for another power of equal-ish but different effect.

Pros of evolving cards:

  • cards can grow with you, PvE-dominant players tend to like/need it
  • immersion around the mechanic ("upgrades" marketplace, etc)
  • I can get away with developing fewer main character cards by just allowing swaps on their special ability and addition of a secondary class (would technically preserve balance, but meta might get stupid)

Cons of evolving cards:

  • I personally dislike them
  • for tournament play + PvP, particularly uncomfortable - how to justify the same character card being more powerful?
  • I can replace them with their intended deckbuilding mechanic - replace the card with a different card.
    • For ex, Hero A from class X and Hero B from same class X will have a different power, differentiating them slightly (and allowing variable synergies among the same class)
    • also still allows for multiclass - Hero C might be class X and Y, and thus has very unique synergies between cards that couldn't normally exist together.

What tends to make players come back? Anyone with experience in this aspect of releasing a CCG? If you can sell me on it as a superior option, I might implement the mechanic.

reddit.com
u/Low_Prior_8842 — 9 days ago

Redesigned the card-face stats icons for my game, is it an improvement?

The first three are after the face icon changes, last two are the "before", for reference.

  • Avatar cards get a graf-style "A" over their cost panel
  • Action cards get
    • a hexagon to denote their size, in place of the "TU" text
    • a "bolt" icon in the Power stat panel instead of the "P" text
    • optionally a shield in the Block stat panel instead of the "B" text
  • Star cards get a star icon in place of the ⭐️ glyph.
  • any unused face gets a drippy graf-style "X" over the face

I think it adds more character to the faces, but it also made it harder to read at a distance (might be able to fix with some font-weight tweaks though). Let me know your opinions!

u/Low_Prior_8842 — 11 days ago

Changed my card-face icons to add character, better or worse?

The first three are after the face icon changes, last two are the "before", for reference.

  • Avatar cards get a graf-style "A" over their cost panel
  • Action cards get
    • a hexagon to denote their size, in place of the "TU" text
    • a "bolt" icon in the Power stat panel instead of the "P" text
    • optionally a shield in the Block stat panel instead of the "B" text
  • Star cards get a star icon in place of the ⭐️ glyph.
  • any unused face gets a drippy graf-style "X" over the face

I think it adds more character to the faces, but it also made it harder to read at a distance (might be able to fix with some font-weight tweaks though). Let me know your opinions!

u/Low_Prior_8842 — 11 days ago
▲ 39 r/gamedevscreens+2 crossposts

Some people have been following along, but for those who haven't - recently I made major efforts to make my DCCG 100% prettier!

Redesigned the board - totally new layout, plus has perspective and camera "breathe" now based on mouse or pointer input.

Changed field behavior - although that's not evident here, you can now "set" cards face-down YGO style then pay for them later when you flip them up.

Added "pawn" behavior - also not evident here, but added the ability to toss any star card for 1 star resource during planning phase. You can throw as many as you like.

Adding all-custom art - yep I am doing it all myself, some drawings take 20 mins some take 10 hours, so no way to estimate. I have 10 (of 17) more cards to do in the first demo deck, and 12 (of 15) more to do in the second demo deck. Once I have both decks painted, I will release an itch demo...

u/Low_Prior_8842 — 14 days ago

Title basically says it all. These are some custom pieces I drew using Krita and a cheap tablet. Do I continue doing this, as it is a large amount of time (this selection represents ~1 week, but to be fair I have a day job and I'm not Bob Ross), or should I consider outsourcing? I am pretty strapped for cash so I don't really know if I'll be able to afford anything more professional...maybe I change my style, or is this OK?

u/Low_Prior_8842 — 17 days ago

In games like MTG, like-but-lesser effects can exist on cards at the same technical cost. Such as R for 2-3 damage, obviously you want the option that does 3 damage for one mana right?

Question is, is this a loved aspect of card games or a hated aspect?? Trying to decide for game balance whether variable effects should exist at the same cost! (gated by rarity perhaps; my mechanics are not like mtg at all but this is a good baseline for the discussion)

There are a secondary factors at play too that can affect how we think about this, such as card type (what it can count for as a valid target for example) - is a card with cost N and type X equivalent to a card with cost N and type Y (or types [X,Y])??

reddit.com
u/Low_Prior_8842 — 21 days ago
▲ 31 r/digitalcards+1 crossposts

Thanks to everyone who gave me advice on this, also thank for letting me know I needed to change my working title :D

u/Low_Prior_8842 — 22 days ago

I've been working on some backfaces for my cards - I currently have them all spread into layers on my painting application. I think I'm OK with any of these variants, but which one makes the most sense to players?

A) Clean, full-title

B) Minimalist

C) Grunge, full-title

u/Low_Prior_8842 — 23 days ago

I've got a few backfaces spread into layers that I'm working on right now. I already got rid of one that was wayyy too convoluted. But for these backfaces, which makes the most sense?

A) Clean, Full-Title

B) Minimalist

C) Grungy, Full-Title

u/Low_Prior_8842 — 23 days ago