121092 Posted March 30, 2015 Report Share Posted March 30, 2015 Here's a tribute to the blue eyes white dragon i made in the form of a prophecy card. This wont be in the game, but I thought it would be fun to make because of me being a YGO fan since I was little. Tell me what you guys think of the design. The rule book is almost done. :) [URL=http://s961.photobucket.com/user/121092/media/blue%20eyes%20tribute.png.html][/URL] Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 Bump Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 A little self-promotion, eh? I don't mind actually, as the design looks okay. Not just the dragon, but the whole card template. It needs a bit more refurbishing, as it looks so... "home-made" at the moment. Obviously it is, but I suggest to re-create the template again in a much detailed way in High Definition. For two reasons: 1: Except if it is a digital game only, if you're gonna print out the card (doesn't matter if for testplay or for real), you NEED as good quality as possible. 2: If you rejust the image size for samples, it will immediately become better quality (if you do it with Photoshop or other softwares aside Paint) Also, if you're gonna make it a thing, hire skilled draw artists. Even though they are obviously more expensive (just the fact that they cost money), you are able to use their work for commercial projects without any copyright problems, and the quality is also better. You got what you pay for, as they say. Oh, and one thing: while I have nothing against clichés, please, include something else other than generic Tolkien fantasy. If I see another "Dragons vs Knights" game with Elves, Angels and other species... >_> Be a bit more creative! Include species that are well-known yet not used in such a setting. Feel free to use inspiration from our reality. For example, instead of using the Western (European) design of the Dragons, "go east" and be inspired by the Dragons of the Orient/Eastern (China, Japan, Korea, etc.) For Dark Creatures, the "Dullahan" ("without a head", eg. the Headless Knight) are a perfect choice. Instead of Zombies, use Mummies. Based on Egyptian Pharaos. Heck, they can be even the good guys this time fighting against the evil Kobolds. There are so much possibilities unused that NEED to be used. Maybe YOU will use at least one or two of them. Good luck with your project, though! I cannot guarantee if I can help in it, but i will definitely follow its evolution. Keep up the good work. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 All of the above has already been put in the plan, minus the resolution. The place I have them printed from makes brilliant prints but require lower resolution to do so. I have two artist contracted under me atm and they have some great talent. For creatures, alot of them will be based on the game "story/theme", however i know of at least 150 mythical creatures off the top of my head that yugioh and magic have not used. I value all constructive comment, so yours is much appreciated :) I hope when the game is ready for marketing that you'll like what you see ^^ Link to comment Share on other sites More sharing options...
goodfusion Posted March 31, 2015 Report Share Posted March 31, 2015 For mythical creatures, how about the Galostroth: a giant sea slug with the ability to rapidly grow hairs that can stick on to anything they touch. If you try and remove them from you, it leaves an extremely painful rash that makes your skin look like tree bark, because the sea slug's hairs contain an antidote to its toxic slime. The only option is to leave the hairs on which eventually grow into your body, giving the impression of a beard coming from your arm (or wherever the hairs touched). I made all that up off the top of my head, but you could use it if you wanted. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 That's pretty cool. Neat idea. Slug monster mania! :) Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 All of the above has already been put in the plan, minus the resolution. The place I have them printed from makes brilliant prints but require lower resolution to do so. I have two artist contracted under me atm and they have some great talent. For creatures, alot of them will be based on the game "story/theme", however i know of at least 150 mythical creatures off the top of my head that yugioh and magic have not used. I value all constructive comment, so yours is much appreciated :) I hope when the game is ready for marketing that you'll like what you see ^^ Ah, I see. Most places actually requires as high resolution as possible, it is interesting to see some places that needs lower resolution images. It's nice to see that you've already progressed in the development that you have two hired artists for your game. It makes a difference from some other "fan-made" projects if you ask me. The dedication is half-success. No problem at all. The reason why I suggested these kind of things so you will make your game unique. In as many aspects as possible. The gameplay can be purely clean and easy (or even similar to other games), but everything else should be as different as possible. No one wants to play another "Magic-esque" game for the reason that if they want to play a game similar to Magic, well, they play Magic. If they want to play a game similar to Yu-Gi-Oh! in either art style or gameplay, they just play YGO, and even if they won't go to tournaments, they can play it casually with friends. And so on, I could mention any other card games. That's why I suggested to ignore the most cliché elements of storytelling. Be unique in this way so they have a reason to choose your game. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 The story is merely to set off a them for two/three decks released at a time. Like apposing forces (i.e; Grace vs. Sin). I wouldn't set up a series based on the game or anything like that. I think it makes games look a little on the pathetic side. In fact I want to increase the content on some of these cards (graphic and maturity wise), in order to attract a wider and older base of players. There are life points per-say but they are relative to bosses you choose to give advantages vs, having more life. But your bosses can also use your life point (vitality) as power (like the attack number in YGO). Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 The story is merely to set off a them for two/three decks released at a time. Like apposing forces (i.e; Grace vs. Sin). I wouldn't set up a series based on the game or anything like that. I think it makes games look a little on the pathetic side. In fact I want to increase the content on some of these cards (graphic and maturity wise), in order to attract a wider and older base of players. There are life points per-say but they are relative to bosses you choose to give advantages vs, having more life. But your bosses can also use your life point (vitality) as power (like the attack number in YGO). You don't need to write a huuuge long story about the game at all. But seeing different arcs, different "short stories" would be interesting. They can even be radically different and they would introduce new monster types and new lores if a "new series" is done. For example, you start with this set that is Dragons vs Knights (Sin vs Virtue), while in the next set you introduce a new "arc" by featuring Djinns vs Efreets (Creation vs Destruction). And so on. Can't wait to see the rules so I can see the whole picture about your idea. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 It'll be something like that. So far types are monster, etheric, mystic, hybrid, animal, extraterrestrial, reaper, knight and deity. Sub-types are Fantasy, crisis, blood, chrono, sin, grace, cerebral and fog plus one secret type that wont be released until I know the game is selling. Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 It'll be something like that. So far types are monster, etheric, mystic, hybrid, animal, extraterrestrial, reaper, knight and deity. Sub-types are Fantasy, crisis, blood, chrono, sin, grace, cerebral and fog plus one secret type that wont be released until I know the game is selling. What is the relation between types and sub-types? Are sub-types similar to Attributes in YGO? Extraterrestrial? You mean, Aliens? If so, count me in. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 Yes and Yes. Both types and sub-types give creature advantages over other types and sub-types. The blue-eyes above is Alpha class, Monster type and Cerebral sub-type. Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 Yes and Yes. Both types and sub-types give creature advantages over other types and sub-types. The blue-eyes above is Alpha class, Monster type and Cerebral sub-type. While Sub-Types should have something like this, I don't like the idea of having Types an advantage over an other one, for two reasons: - Types are mostly for the purpose of Deck building ("Dragon Deck", etc.) and different playstyles (Knights heal and revive units, Reapers discard cards from hand and deck, etc.). - With Sub-Types having a similar system, the problem is that there would be so much combination and people would have to keep it in mind and track it during the gameplay that only a few hardcore player would enjoy the battle system of the game, while many casuals would not play the game because it's confusing for them. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 I guess I could modify that. There are advantage cards that up type/sub-type advantages or even reverses or changes them. I had an idea for an ability called 'Infectious Legion' that Vampires, Zombies and Werewolves would have that allows the attacker to take control of any creature they destroy at halve the power. Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 I guess I could modify that. There are advantage cards that up type/sub-type advantages or even reverses or changes them. I had an idea for an ability called 'Infectious Legion' that Vampires, Zombies and Werewolves would have that allows the attacker to take control of any creature they destroy at halve the power. That actually sounds much better. Types having a generic ability (by generic, I mean that every card sharing the same type has the same or similar ability) that is unique to them is actually much better to make types different, while sub-types are there to make the advantage system. Abilities like the "Infectious Legion" are similar to that what I was talking about. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 Originally Animal types and Fog sub-types would have no power bonuses or weaknesses. I feel it's good to have an intermediate element in the game. Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 Originally Animal types and Fog sub-types would have no power bonuses or weaknesses. I feel it's good to have an intermediate element in the game. Yup, a "neutral" element is always more than welcomed in my opinion. Fog could be the neutral "color" (sub-type), while for Animals... yeah, they could work as a "basic" type without any special treatment. But if there is no such a thing as advantage/disadvantage for the types, you don't need any "neutral" type in this case. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 I'm seriously considering changing that. The original idea was that Type advantages give a +3 power advantage while Sub-types deliver a +2 power advantage. Making a total of +5 power if the player is lucky enough to be caught in that situation. Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 I'm seriously considering changing that. The original idea was that Type advantages give a +3 power advantage while Sub-types deliver a +2 power advantage. Making a total of +5 power if the player is lucky enough to be caught in that situation. Yup, it just brokes the system. I don't know if Type/Sub-Type mixing is allowed or not, but if the game has a side deck option, then you can easily just splash some cards if you have problems with a specific deck to completely destroy it. Having the Sub-Types an advantage only, however, is much better for the reasons you and I mentioned. And now that Types only have special abilities, that +2 Power added by the Sub-Types is not that much at all. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 Do you think i should up the sub-type advantage to +3 or +5? Here is the game mat btw if you were interested. [spoiler= Prophecy, Game Mat] [URL=http://s961.photobucket.com/user/121092/media/Prophecy%20game%20mat%20example.jpg.html][/URL][/spoiler] Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 Do you think i should up the sub-type advantage to +3 or +5? Here is the game mat btw if you were interested. Up to +3 could work, but I'd be satisfied with the +2 bonus too. However, +5 is just way too much as a single bonus. I really like the playmat design. It's smooth and well drawn, I really like its design. My only problem with it is that the deck is on the left side. I'm used to putting the deck on the right side in any card games. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 I can rotate that. Sorry, about that. I'm a left handed person. lol ^^ I even play yugioh backwards like that. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 BUMP Link to comment Share on other sites More sharing options...
Hunduel Posted March 31, 2015 Report Share Posted March 31, 2015 I can rotate that. Sorry, about that. I'm a left handed person. lol ^^ I even play yugioh backwards like that. No problem at all. It actually wouldn't bother me as I'm ambidextrous, but I guess some right-handed guys and gals would be bothered by that layout and would have difficulties of that. Except that, good job. Keep up the good work and can't wait to see further updates. Link to comment Share on other sites More sharing options...
121092 Posted March 31, 2015 Author Report Share Posted March 31, 2015 Yeah it's not to common in these parts to find a lot of left handed people ^^ Link to comment Share on other sites More sharing options...
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