Difference between revisions of "Local design document (ORC)"
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− | { | + | {{toc}} |
− | + | {{development}} | |
− | + | ||
+ | |||
+ | =Intro= | ||
+ | Welcome to everyhting you would want to know about the ''Original Rules Concept'' for WTactics, or ther ''ORC'' as we say in short. The ruleset itself is available [[quick rules|here]] on the Wiki. If you're interested in development it would be a benefit if you read this document first, read the ORC aterwards, and then re-visit here. While snowdrop is the maintainer of the ORC and currently the benevolent dictator, the development process is transparent and done in public. You are always welcome to become a part of the ORC team or lead your own. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in or open up a nice discussion. | ||
=General= | =General= | ||
− | * | + | * We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible. |
− | * Focus on a 2 player game. | + | * Focus on a 2 player game. Once that is working as expected ad has great gameplay we'll adapt it for more players. |
− | * Use the | + | * Use the table to somehow put the spatial dimension in the game. |
* Avoid hard coded randomness. | * Avoid hard coded randomness. | ||
− | * Minimize use of | + | * Minimize use of player administration & game variables. |
* Maximize strategical depth and game flow. | * Maximize strategical depth and game flow. | ||
=Factions= | =Factions= | ||
− | * There are five factions. | + | * There are five factions as laid out in the [[story|background story]]. |
* Factions should be asymmetrical as far as possible. | * Factions should be asymmetrical as far as possible. | ||
− | * New factions won't ever be introduced: | + | * New factions won't ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones. |
=Naming= | =Naming= | ||
− | * Card names in general should be 1) | + | * Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. |
− | * Creatures tend to have generic & functional names instead of personal ones. | + | * Creatures tend to have generic & functional ''unit'' names instead of personal ones. |
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc. | **Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc. | ||
− | * Personal creature names are rare and ''reserved'' for very special and renown creatures. | + | * Personal creature names are rare and ''reserved'' for very special and renown high tier creatures. |
=Creatures= | =Creatures= | ||
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==Stats== | ==Stats== | ||
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==Faction Modifiers== | ==Faction Modifiers== | ||
==Gaia== | ==Gaia== | ||
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Revision as of 08:44, 21 November 2011
Intro
Welcome to everyhting you would want to know about the Original Rules Concept for WTactics, or ther ORC as we say in short. The ruleset itself is available here on the Wiki. If you're interested in development it would be a benefit if you read this document first, read the ORC aterwards, and then re-visit here. While snowdrop is the maintainer of the ORC and currently the benevolent dictator, the development process is transparent and done in public. You are always welcome to become a part of the ORC team or lead your own. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in or open up a nice discussion.
General
- We try to follow all the General Design Document to whatever extent possible.
- Focus on a 2 player game. Once that is working as expected ad has great gameplay we'll adapt it for more players.
- Use the table to somehow put the spatial dimension in the game.
- Avoid hard coded randomness.
- Minimize use of player administration & game variables.
- Maximize strategical depth and game flow.
Factions
- There are five factions as laid out in the background story.
- Factions should be asymmetrical as far as possible.
- New factions won't ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.
Naming
- Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences.
- Creatures tend to have generic & functional unit names instead of personal ones.
- Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.
- Personal creature names are rare and reserved for very special and renown high tier creatures.
Creatures
Stats
- Creature's default, printed, attack/defense is usually an integer between 1 to 10.
- Creatures can have 0 attack, but not less than 1 DEF as default value.
- Numbers can never be negative, and there's no upper limit how high ATK/DEF can become while being modified in game.
- Values are somewhat adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see mindmap for more specifics.
Abilities
- Creatures usually have between 0 to 2 abilities.
- Creatures with more than 2 abilities are very rare and have drawbacks associated with them.
- All abilities a creature has should