Difference between revisions of "Local design document (ORC)"
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Revision as of 18:10, 11 November 2011
General
- Try to follow all the WTactics General Design Document to whatever extent possible.
- Focus on a 2 player game.
- Use the playing surface to somehow put the spatial dimension in the game.
- Avoid hard coded randomness.
- Minimize use of: Variables, tokens and administration.
- Maximize strategical depth and game flow.
Factions
- There are five factions.
- Factions should be asymmetrical as far as possible.
- New factions won't ever be introduced: Card subtypes should be used instead. We want broader factions with depth instead of plenty of narrow and specialized ones.
Naming
- Card names in general should be 1) Non-complicated 2) Functional 3) Aesthetically appealing 4) Short, in that order of preferences.
- Creatures tend to have generic & functional 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 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
Faction Modifiers
Gaia
BfW
- Creature abilities will, if possible, somehow relate to the ones had by their counterparts in BfW.
- Creature names will often be borrowed from BfW.
- Other than that and art usage, there is little connection to BfW and no aspiration to re-create a clone of that game in paper form.