Saturday, February 28, 2015

Super villain guild - flavor

Going back to thinking about my programmable action deck building game, and the super villain guild leader theme.

There are a few mechanics and flavor ideas I don't want to forget.

a. Before regular play begins, players will choose a super villain card to add to their deck, in some form of bid, with some sort of balancing mechanic put into play - perhaps the one who chooses last gets to go first.

b. One super villain will be left over, and would dictate scenario conditions, special rules and winning conditions. A fun idea for that would be to have different artists prepare a small 4 pager comic to some back story fluff and cool art

c. The map will have area control aspects - each action would allow to place at least one cube onto an area, with certain cards improving upon this mechanic. Having a cube at a specific area would give certain benefits (influence,) having more cubes than any other player would give better benefits (control.)

d. Cube could be played to areas with influence (with a starting area designated by the initial super villain choice each player makes) or to adjacent areas.

e. Police cars and super heroes would foil player plans, by removing cubes, forcing discards, changing order of set cards, etc. These would be follow a specific rule set, perhaps with players turning a card at the end of each turn (AI)

Saturday, February 21, 2015

Polar Opposites?

After finally going through the game trade publications I picked up at GDC Eu / Gamescom, a few new ideas started floating around in my head.
The one I am currently pondering most about is the possibility of mashing up the sandbox and point and click adventure genres.
In the former the player is given a universe and some tools to play with. Testing the boundaries, coming up with creative ideas and generally letting the players find their own way to have fun is what it's all about.
The latter has a very rigid and linear construction, and when the rules aren't followed, the player will find himself stuck.

I'm currently favoring an episodic approach to a possible genre bender: On one level the player will have a world to play with, but will unlock certain pixel hunting, inventory combining at designated points. 
One example might be a part of a pantheon of gods: Part of the game would involve building, populating and molding a world of your own, but to gain further skills you must perform fetch quests for the other gods working with you.