mrjeteen

joined 4 weeks ago
 

Hello, everyone.

I don't want to get your hopes up just yet. I haven't developed anything since last time; I was saving it for a big update. But since I still don't have time to work on the project, I decided to show you this small update to one of the game's mechanics.

First, I don't know if anyone had this question, but this is not a digital game, it's a board game, for which I will provide rules in PDFs and cards to be printed.

Moving on to the mechanics. Here we will have the basis of how unidentified consumable items will work. Starting with potions, they will have two actions, drink and throw. When the potion is unidentified, you will have to use one of the two actions (effects) to find out what potion it is. Then, a die roll will define the potion, and that unidentified card will be replaced by the card referred to in the die roll result, already applying the chosen action (drink or throw).

At first, I only have two potions worked out for the first collection (Inside The Sewers).

Don't expect frequent updates until the middle of the year. That's all.

-Resomnio Team

Translated with DeepL.com from portuguese

[–] mrjeteen@lemmy.world 1 points 3 weeks ago

It's a physical board game. If someone wants to code it in the future, I'd find it wonderful. And thank you for suggesting I join the Discord server. I'll be there soon.

[–] mrjeteen@lemmy.world 2 points 3 weeks ago

Thanks. I always scale without changing the aspect ratio. And yes, I use the source code files directly.

 

Hello, everyone.

I'm here again to update you on the progress of the card game. I spent a lot of time cataloging all the possible cards and studying the internal mechanics of the game so I could reproduce them in the card game. Well, I don't know if this was a good or bad thing, but the alpha version I was planning to release simply has 39 REGISTERED CARDS, and more than 800 CARDS have been cataloged.

The cards now have defined categories and types. Mechanics have already been established.

Generating the Dungeon

This is where I spent most of my effort on the rules, and I believe it is a rule that will change little until the final version of the game. It has already been defined how rooms and regions are generated, covering everything in the reference game.

Items and Progression

Few items will be released, I have not yet decided how each one will work and how to balance them.

Enemies and Combat

Some combat rules have already been defined, such as how to hit, how to count damage, how to lose life, etc.

Overview

I haven't been able to finish the first collection yet, which will be called “#01 Inside The Sewers.” But I already have a rulebook in my native language, and all the cards and mechanics written to play this version. My studies resume in February, and I am finishing college. I rushed to release an alpha version as quickly as possible, but I don't think I will be able to release it by the end of March. Instead of asking the community, because I don't have that many interested people, I preferred to create several mechanics right away and then change them according to feedback. In the meantime, I will publish the cards as I finish them and the mechanics as they are written.

That's all.

-Resomnio Team™

Translated with DeepL.com from portuguese

[–] mrjeteen@lemmy.world 1 points 3 weeks ago

Yes. The rules are under development.

[–] mrjeteen@lemmy.world 2 points 3 weeks ago

It would be great to have artists contributing. Their names could even be credited directly on the card. I don't know if Evan did all the art for the current game, but I'm thinking of crediting him as an artist as well, in addition to the credit given to him and Watabou as creators of the base game.

 

Hello, everyone. I would like to present to you the first update of the SPD card game.

*About the concepts:

I defined some concepts about the format of the cards, which may seem incomplete in the published artwork because there is no text involving the rules of the game. I defined concepts such as names, categories, types/classes, descriptions, and actions. For example, each category will have its own card background and specific colors for the boxes for better synergy. I even used warrior as a class, and now I need names for the heroes. Do they have their own names somewhere in the lore?

*About the art:

Although I have corrected several details and made some myself, I have no skill in creating drawings, vectors, or pixel art. So I always use the assets extracted from the game's source code (available on GitHub) and make some changes. Whether it's to compose text boxes or background images. I had a little fun creating silver, gold, and emerald textures for the borders, just like 00-Evan does.

*Other things:

The rules are solid in my head, but when it comes to putting them into text, I feel that the biggest difficulty will be adapting the formulas and calculations so that the game has a fun and interesting pace, while at the same time you don't need to carry a notebook and a scientific calculator to play.

Finally, I plan to add different game modes, one for playing the dungeon alone (the mode currently in development), another for cooperative play, and a final mode being player versus player, like the dynamics of Munchkin.

Sorry for the long text. That's all for now.

Translated with DeepL from Portugues

 

Hello, everyone. I am a big fan of SPD. I have been playing for about seven years, but not very regularly. I am also a lover of card games. I have always thought about creating a card game based on SPD, but I am still undecided between something like Yu-Gi-Oh (direct duels) or Munchkin (an adventure in a dungeon). Anyway, I've already created some rules, and creating them is the part I enjoy the most. The hardest part for me is the design and creation of the artwork, but today I woke up inspired and managed to do some work that I found interesting at first.

Translated with DeepL from Portuguese