Created: 10/2/2013 11:01:00 AM
Updated: 10/9/2013 1:13:00 PM

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Joined: 8/14/2013
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Gabriela's design document

Nations: The game will have 11 nations.

Free States of the North:

Fraternidad Comunista del Sur (Communist Brotherhood of the South):

Estados Livres do Sul (Free States of the South):

Euro:

Tuareg Republic:

Afrikaner Republic:  

Muslim Martyrs of the Prophet:

Slavyanskikh Respublik Lyudi (Slavic People Republic):

Huánghé Dìguó (Yellow River Empire):

Sera Ga?habandhana(The Lion Alliance):

Southern Wealth Alliance:Gabriela's design document

 

Game Rules: The player will have a 30 cards deck that initially will be unique to his nation. Before the match begins he’ll be able to choose 6 cards to start with being that one of them will be a worker card, each player has 3 resources to manage; those resources can be replenished through ingame actions.

Winning conditions: Both players will have a health bar, represented and personified by its HQ. When the HQ is destroyed (aka health bar is depleted) the player will lose.
If the other player forfeit the remaining player will also be considered the winner.

Card Behavior: There’ll be 3 types of cards: Units, Buildings and Technology, all of which have a range on the map. Please keep in mind that the amount of card types does not imply the amount of cards. Each type of card such as, a Foot Troop Unit type can have a great number of individual cards who follow those rules of behavior.

Unit Cards: They represent units of the player army, such as foot soldiers, tanks, patrols, drones and so on. These cards have an attack or patrol range, life and resource requirement. There will be 8 types of unit cards: Foot Troops, Transport Vehicles, Armored Vehicles, Special Squads, Robotic Units, Air Units, Marine Units, Special Units (aka badass laser from hell)

Building Cards: Buildings provide units with buffs and the player with information. Buildings are also necessary to have access to some technologies and special units. There will be 4 types of building cards: Resource production, Resource Booster, Unit Production, Technology Booster.
Buildings may be of 3  different placement behaviors: Independent, technology holders and unit facility.


  • The
    Independent behavior can be placed on certain tiles of the map (depending on the terrain specified and/or allowed by each card specifically), and will generate their buffs of debuffs automatically.


  • Technology holders are buildings necessary to be able to place a technology on the board and have no effect beside the ability to hold technology cards. For example, a “digital monitoring building” can be a holder for a technology card such as a “stealth foot troops” one.


  • Unit facilities are placed on the certain tiles of the map (depending on terrain specified and/or allowed by each card specifically) and are necessary in order for the player to use certain units, which will then spawned on the building. For example, a “advanced SEAL training facility” may be necessary in order for the player to play his “SEAL squad” unit.

Technology Type: There will be 6 types of technology weapons: Weapon Element Booster (example: chemical, nuclear, etc), Unit Status Booster (example: replace soldiers with AI so they no longer need food), Enemy Unit Debuff, Unit Debuff Protection (example: chemical weapons resistance), Unit Requirement, Unit Conversion (land-air-water).

Resources: The player must manage 3 resources through the match: Food, Energy and Ammunition.
Food is used to move foot troops or units that have humans inside (such as tanks).
Energy is used to move some units or use technologies (move tanks or sustain a surveillance base)
Ammunition is used by all units with attack capabilities except certain special units (such as heat ray weapon).
To acquire resources the player must have a worker card (unit type) on an adjacent square of the tile that contains the resources and it will start collecting that resource once every time it’s the player turn.
The ammunition resource is dependents on having the resource (metal) and the correct building active.

 

Playing the game: The player will start of with his deck of 6 cards (5 randomly selected and a worker).
The player will have a general range on the board in relation to his headquarters/base. (image 1). The player will have action points with which he can place cards on the board. Some cards require more or less action points to be placed.
Gabriela's design document

Image 1

Each card will have a movement range and a attack range (image 2). Each card will need a certain amount of resources to be able to perform actions, in this case, this generic armored vehicle unit type card will need food and energy to move, and ammunition to attack.Gabriela's design document

Image 2

The player may also place building cards on  his card-placing range. Placing buildings will increase the card placement range and also allow for buffs/debuffs or technology holders to be activate. In image 3 we have a technology holder type of building. It has 2 technology slots (the yellowish squares), the players may place his technology cards on that building to make that technology effect active.Gabriela's design document

Image 3



by: Jack Wu

Created: 10/9/2013 1:13:00 PM
Updated: 9/26/2022 7:54:28 PM

Game Producer

Joined: 2/4/2017
Member Replies 748
Member Follows 126
Why this game is better then others.
 
Miya: 1st - balancing. it needs to be balanced so nothing feels unfair or broken. many games try so hard to have bazillion of things that they end up having bazillion of things no one cares because theres 2 things are broken awesome

Miya: 2nd - visual identity. it needs to be pretty, attractive, pleasing and easy to understand. most games want to give you all the freedom in the world that you dont even know what to do with it. so it all must be explained in a accessible manner

Miya: 3rd - theme and units. it needs to be about something cool that gets people excited! one of the reasons why hello kitty online doesnt work is because... its about hello kitty... like really. so we have a good theme and we can build heroes or special units around it, things people will discuss and be attracted to

Miya: 4th - accesibility. let new players come in. there is a base mechanic to be understood and then theres levels of complexity to masters. not give out a whole complex game right out of the bat, that scares people away (like some mobas do)
 
 
Miya: 1st - balancing. it needs to be balanced so nothing feels unfair or broken. many games try so hard to have bazillion of things that they end up having bazillion of things no one cares because theres 2 things are broken awesome
Miya: 2nd - visual identity. it needs to be pretty, attractive, pleasing and easy to understand. most games want to give you all the freedom in the world that you dont even know what to do with it. so it all must be explained in a accessible manner
Miya: 3rd - theme and units. it needs to be about something cool that gets people excited! one of the reasons why hello kitty online doesnt work is because... its about hello kitty... like really. so we have a good theme and we can build heroes or special units around it, things people will discuss and be attracted to
Miya: 4th - accesibility. let new players come in. there is a base mechanic to be understood and then theres levels of complexity to masters. not give out a whole complex game right out of the bat, that scares people away (like some mobas do)


Thanks,
James Fleming 
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Created: 10/4/2013 1:18:00 PM
Updated: 9/26/2022 7:54:28 PM

Game Producer

Joined: 2/4/2017
Member Replies 748
Member Follows 126
Can we get all of the work in progress posted here I think there are two other version to this document we call all look at.


Thanks,
James Fleming 
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Created: 10/4/2013 9:17:00 AM
Updated: 9/26/2022 7:54:28 PM

Game Producer

Joined: 2/4/2017
Member Replies 748
Member Follows 126
Is this the only revision to the game concept document?


Thanks,
James Fleming 
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Discord

Created: 10/2/2013 12:06:00 PM
Updated: 12/21/2016 9:00:08 PM

Game Producer

Joined: 8/14/2013
Member Replies 2
Member Follows 0

Gabriela's Design Document

 

Nations: The game will have 11 nations.

Free States of the North:

Fraternidad Comunista del Sur (Communist Brotherhood of the South):

Estados Livres do Sul (Free States of the South):

Euro:

Tuareg Republic:

Afrikaner Republic:  

Muslim Martyrs of the Prophet:

Slavyanskikh Respublik Lyudi (Slavic People Republic):

Huánghé Dìguó (Yellow River Empire):

Sera Ga?habandhana(The Lion Alliance):

Southern Wealth Alliance:Reply:

 

Game Rules: The player will have a 30 cards deck that initially will be unique to his nation. Before the match begins he’ll be able to choose 6 cards to start with being that one of them will be a worker card, each player has 3 resources to manage; those resources can be replenished through ingame actions.

Winning conditions: Both players will have a health bar, represented and personified by its HQ. When the HQ is destroyed (aka health bar is depleted) the player will lose.
If the other player forfeit the remaining player will also be considered the winner.

Card Behavior: There’ll be 3 types of cards: Units, Buildings and Technology, all of which have a range on the map. Please keep in mind that the amount of card types does not imply the amount of cards. Each type of card such as, a Foot Troop Unit type can have a great number of individual cards who follow those rules of behavior.

Unit Cards: They represent units of the player army, such as foot soldiers, tanks, patrols, drones and so on. These cards have an attack or patrol range, life and resource requirement. There will be 8 types of unit cards: Foot Troops, Transport Vehicles, Armored Vehicles, Special Squads, Robotic Units, Air Units, Marine Units, Special Units (aka badass laser from hell)

Building Cards: Buildings provide units with buffs and the player with information. Buildings are also necessary to have access to some technologies and special units. There will be 4 types of building cards: Resource production, Resource Booster, Unit Production, Technology Booster.
Buildings may be of 3  different placement behaviors: Independent, technology holders and unit facility.


  • The
    Independent behavior can be placed on certain tiles of the map (depending on the terrain specified and/or allowed by each card specifically), and will generate their buffs of debuffs automatically.


  • Technology holders are buildings necessary to be able to place a technology on the board and have no effect beside the ability to hold technology cards. For example, a “digital monitoring building” can be a holder for a technology card such as a “stealth foot troops” one.


  • Unit facilities are placed on the certain tiles of the map (depending on terrain specified and/or allowed by each card specifically) and are necessary in order for the player to use certain units, which will then spawned on the building. For example, a “advanced SEAL training facility” may be necessary in order for the player to play his “SEAL squad” unit.

Technology Type: There will be 6 types of technology weapons: Weapon Element Booster (example: chemical, nuclear, etc), Unit Status Booster (example: replace soldiers with AI so they no longer need food), Enemy Unit Debuff, Unit Debuff Protection (example: chemical weapons resistance), Unit Requirement, Unit Conversion (land-air-water).

Resources: The player must manage 3 resources through the match: Food, Energy and Ammunition.
Food is used to move foot troops or units that have humans inside (such as tanks).
Energy is used to move some units or use technologies (move tanks or sustain a surveillance base)
Ammunition is used by all units with attack capabilities except certain special units (such as heat ray weapon).
To acquire resources the player must have a worker card (unit type) on an adjacent square of the tile that contains the resources and it will start collecting that resource once every time it’s the player turn.
The ammunition resource is dependents on having the resource (metal) and the correct building active.

 

Playing the game: The player will start of with his deck of 6 cards (5 randomly selected and a worker).
The player will have a general range on the board in relation to his headquarters/base. (image 1). The player will have action points with which he can place cards on the board. Some cards require more or less action points to be placed.
Reply:

Image 1

Each card will have a movement range and a attack range (image 2). Each card will need a certain amount of resources to be able to perform actions, in this case, this generic armored vehicle unit type card will need food and energy to move, and ammunition to attack.Reply:

Image 2

The player may also place building cards on  his card-placing range. Placing buildings will increase the card placement range and also allow for buffs/debuffs or technology holders to be activate. In image 3 we have a technology holder type of building. It has 2 technology slots (the yellowish squares), the players may place his technology cards on that building to make that technology effect active.Reply:

Image 3



by Jack Wu
Created: 10/2/2013 11:25:00 AM
Updated: 9/26/2022 7:54:28 PM

Game Producer

Joined: 2/4/2017
Member Replies 748
Member Follows 126
Can we get the the document post here?  I would like to see what it look like in the forums.


Thanks,
James Fleming 
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