The Noob Legend
Smash Ace
The cards seem so plain.
I'm just going to make some for fun tomorrow morning.
See if you like them... ya know?
I'm just going to make some for fun tomorrow morning.
See if you like them... ya know?
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Lol, I was thinking about doing that tomorrow! I'll try to get it up ASAP!I suggest more basic and understandable names. For instance, instead of Recovery 1 and Recovery 2, make it L. Recovery and R. Recovery. Gives a more "flow" idea.
I really like this TCG concept. You're doing well, make sure you have consistencies in card format and structure. Of course, balancing will come during the beta stage.
If you can, create a demo playing mat with "starter decks". Play against a friend who is helping you with this project, and show us how it all works on YouTube. This'll explain it a lot more graphically if you add commentary/text in addition to the video lesson.
Keep up the good work. You can PM me if you need any help, you have my support. =)
Would you be offended if I posted a quick mock-up of the rules I came up with in my head? I don't want to create a competing thread, and I think you might be able to use some of them in your second wave...Lol, I was thinking about doing that tomorrow! I'll try to get it up ASAP!
Just downloading any cards would make the T in TCG useless. Maybe a flash game, but I couldn't play. Hmmm....I think the best way to is to just have a definitive card database where you can download the cards, cut them out yourself, and construct any deck you wish.
Or a flash game. =p
I just don't want everyone creating broken decks.Well, maybe it should be called a CG? I think I'm leaning towards the database way of distributing them for now, but I'm going to try making a Flash Game in the future (I'll have trouble making the AI though...).
That Mario Party card game was to be used with the e-Reader. BTW, when I was shopping at Books-A-Million with my mom, looking at there trading cards, I saw "The Legend of Zelda: Twilight Princess" cards. I didn't buy them so I don't know what's in it. Don't forget Pokémon Trading Card Game.I just don't want everyone creating broken decks.
OMG! Huge idea. Not a card game, but just profile cards for characters, items, stages, etc.
Just an idea, but i'll take anything.
You see, why can't Nintendo do this? They did a card game for Mario Party, but not Brawl?
no it wont free is always goodBut downloading cards (as mentioned) wouldn't be a bad thing.
Most things you mentioned are in my game which is explained on page 3!almighty pancake - Your idea actually sounds really cool. It seems kind of like a simplified pokemon. I really enjoyed the example card "I am Ken." Having meta-game cards or community based cards would be amazing. Make a card called 'Top Tier,' or a card based called "Mindgames!" So yeah, I would really like to see it fleshed out. Without the rest of the rules/cards known, I have a few questions and thoughts.
You mentioned blocking. Is this similar to instant speed cards in magic? If so, will you have a stack? Are all actions/attacks dependent on playing a card? IE can a player only do damage, use an item, block, etc. if they play a card? How many cards does a player draw a turn? Considering that someone can play 7+ cards (Marth example of 4) will many cards have a cantrip effect? How do you deal with casting-cost or regulating card power? Exhaustion and minimal card plays a turn seem good. Most if not all TCGs have an element of escalation, do you want or are planning it?
On escalation this model seems devoid of it. All cards in play minus the character are discarded at the beginning of your turn. Hand size seems to deplete quickly so the game seems like it would stagnate. The only things that grow or stay are Damage taken and character on the field. These are all fine, it's just something to consider.
Also:
Coin flips for recovery = bad. I really really really don't like coin flipping in TCGs. Heck most competitive game minimizes random chance. Chess has only 1 coin flip. Tournament Smash has controller port selection, random stage, Peach's Turnips, and G&W's SideB. Most Magic decks (which try to win) run the minimum deck size to minimze randomness. Pokemon TCG's greatest detriment is that it is plagued by coin flips.
imo, randomness can equal novelty. Novelty is fun. But randomness is an enemy of strategy. If you played a tournament match where your opponent, Peach, only pulled death-turnips and bomb-ombs, would that be fun? Maybe for peach, but say the Peach player was me and my opponent was Ken and I won. Was it due to my skill? A better question, would it be balanced?
A few ideas for your consideration:
If you are trying to make it as close to the real game as possible. Consider these things.
Simultaneous Turns: Smash plays synchronically.
Initiative: Contrasting synchronization, different actions/pieces take varying amounts of time. Allowing for varying levels of initiative.
Positional Strategy: Fighting in smash is also about where, when, and how you place yourself in the play-field.
Momentum/Slippery Slope: Roughly true, is that a player does not lose game pieces (oh noes! I'm above 77% I can no longer Ftilt.) as damage accumulates. Though, ledge moves change after 100%.
Construction: Aside from projectiles or projectile-items, no characters can create other game agents. Considering projectiles, these agents have strict behavior, limitations on creation, and a short lifespan. Some items (pokeballs) have a much longer lifespan than a traditional projectile.
Modulation: Holding an items change a characters available pieces/moves. Battering items are a great example but throwing items do the same. Also, Zelda can transform.
Postures and Actions: Each character has different states or postures. In each posture are variable qualities and potential actions. Examples of postures could be, On ground, running, shielding, airborne, knocked down, on ledge, stunned, grabbed, Marth/Roys swords dance, and Fox's reflector. Actions have variable qualities and can transfer into different states.
Proximity: Smash happens in a 2-dimensional space. Most TCGs are non-dimensional. (unglued is a good counter example.)
It's the amount they have left.@almightypancake:
That's pretty similar to the idea of a Smash card game that I came up with, with a big difference being the recovery mechanic. One question though, how does the recovery part work, with the coin flipping? So if your character's HP gets below 20, you flip coins according the their HP left, or the damage they've taken? In the example you provided, it sounds like the amount of HP they have left, is that right?
Haha thanks.^^^ Those are... OMG AMAZING!!! Great job, and keep up the good work, all of you. Can't wait to play.
Well, the video looks like it will reallistically be coming out in 1-2 weeks. This is because I'm going to get card sleeves (I am not really planning on making a backing for the cards unless someone is willing to put their time into it), photo paper (which is thicker than regular paper and will make the cards easier to shuffle and play with).Me Want Video!
In my opinion, that would be significantly better. Another qualm I have with your game is the character system--by forcing players to have the character cards in their deck, you give them a whole lot of slag cards. It would be incredibly disappointing to draw one of those cards, particularly during a close game.Well, the video looks like it will reallistically be coming out in 1-2 weeks. This is because I'm going to get card sleeves (I am not really planning on making a backing for the cards unless someone is willing to put their time into it), photo paper (which is thicker than regular paper and will make the cards easier to shuffle and play with).
A new rule I'm thinking of adding is that you actually pick your starting character by looking for it through your deck. Any opinions on wheather you guys think this would be better?