skip to main | skip to sidebar

DAI 627 Final Project

Monday, June 1, 2009

Design Documents Link

Click the link below for the design document & blog pdf's
http://drop.io/p3r3xbg
Posted by Chris Selig at 4:53 PM No comments:

Friday, May 22, 2009

Message For Brandon

Brandon,

I am very disappointed in you. I asked you to do so little for this project and showed you extraordinary patience and tolerance to your lackluster attitude and inability to attend most of the meetings. You had an opportunity to get an easy 'A' for doing so little; all you had to do was put together a little summary of our project (it was already written up!). I asked you to take the Power Point presentation, convert it to a PDF, add the images and information that is on the blog and drop site, and include information on our card game. What you made is completely unacceptable and distinctly inaccurate:
  • mislabeled sketches
  • missing images
  • out-dated image for the world map
  • inaccurate description for the map images
  • incomplete sentences/poor grammar
  • misspellings
  • none of the web sketches are labeled
  • referred to our project as a "game"
  • used unapproved/inaccurate images (p6)
  • poor description of MY digital illustration
  • completely incorrect caption for the HUD image... just the background is from Fable 2, the HUD was designed by me and Laura
  • disgraceful overall layout and design
Most importantly, though: YOU DID NOT INCLUDE ANY INFORMATION FROM THE DESIGN DOCUMENTS. Why do you think we spent all that time doing it? You contributed next to nothing for this project, which I would have let slide if you had done this one thing. You made your bed, now sleep in it.

Project Manager,
Chris Selig
Posted by Chris Selig at 1:16 PM No comments:

Monday, May 18, 2009

BRANDON'S TO DO LIST

  • PDF deliverable (add media: sketches, pics, illustrations) DUE THURSDAY
  • change all references of Neo-Terra to Faralon in deliverable
  • include info on RUSE in deliverable
  • prepare for presentation: slides 9-14 & 21-22 DUE TOMORROW
Posted by Chris Selig at 10:45 AM No comments:

market place


Posted by Brandon Wong at 8:58 AM No comments:

Pictures for stadium


Posted by Brandon Wong at 8:56 AM No comments:

House pictures


House for noob (above) and champion (below)

Posted by Brandon Wong at 8:50 AM No comments:

The Ranking System, A Distinct Motivator

To make up for the fact that there is no story to this world and players are free to do what they please, certain measures must be taken to ensure that players are both entertained and motivated. The primary motivator in this virtual world is the ranking system. A player can only go so far and do so much in this world without competing in matches and tournaments. The world is divided into realms, regions, and districts and some areas require the player to be a certain rank to enter. Likewise, some stores won't sell to lower ranked players. Also, the higher one raises their rank, the better the homes, furnishings, and outfits that will become available; grand champions are allowed to live in exclusive gated communities with unique amenities.

A player's rank is determined by their position on the leaderboards. Users can participate in matches, tournaments, invitationals, and quests. Each of these activities will have several leaderboards associated to them. For example, there are leaderboards for furthest distance traveled, most wins, rarest collection (based on a point system), and so on. The average of a player's leaderboard standings determines his/her rank.
Posted by Chris Selig at 12:13 AM No comments:

Sunday, May 17, 2009

upload or email please

would you guys (not laura) upload any images (concept or otherwise) to the blog or drop site so we can use it in the presentation. thanks
Posted by Chris Selig at 11:42 PM No comments:

Concept HUD

Background taken From Fable 2, the HUD is our design. This is an apt representation of what the world of Neo-Terra will look like.
Posted by Chris Selig at 3:25 PM No comments:

Artistic Sketches



Posted by Chris Selig at 2:40 PM No comments:

Technical Sketches







Posted by Chris Selig at 2:36 PM No comments:

Digital Illustration

I only had time to do one digital illustration... it's not perfect, but it might do.
Posted by Chris Selig at 12:46 AM No comments:

Saturday, May 16, 2009

There's our drop.io account.

http://drop.io/p3r3xbg


I posted up scanned sketches. This is also good for uploading files blogger can't.
Posted by Laura Munoz at 2:23 PM No comments:

5e

e. Society – Rules, Economy, Government, Judicial System, Safety System

The government of Neo-Terra (NT) exists as a shadow entity, influencing the flow of the world society and the games played within it. There will be a bureaucracy of administrators that will facilitate the economy, environment control, and policing the populous.

The rules of the virtual world are pretty straight forward. No griefing, but trash talking is allowed (within reason). Sexuality is tolerated, but not explicit or pornographic material. Violence is not an issue because there is no actual fighting in this game. Players may enter other people’s homes, but are not allowed to alter anything. Official matches are organized according to rank, but exhibition matches are free to any rank.

The economy is similar to that of Second Life. There will be an in-game currency (gold). Users will be able to exchange USD for in game currency. Players will start the game with 100g (and a starter deck for one game of their choosing) and receive a weekly allowance of 25g. Costs are as follows:

  • single common card: 5-10g
  • single uncommon card: 10-25g
  • single rare card: 25-50g
  • unique card: 100-500g
  • standard pre- built deck: 50-100g
  • custom built deck: (ranges by shop)
  • clothing, accessories, & furnishings: (ranges by region & shop)

When it comes to the rights and safety of the players, there are several safeguards in place. Any players violating the terms of agreement will receive a warning and a time-out (in the underworld) from participation in matches. If the violations continue, that user will be banned from the world, not by username, but rather IP address and/or credit card.
Posted by Chris Selig at 12:53 AM No comments:

Thursday, May 14, 2009

TCG Title Suggestions

Just posting up my suggestions for the title for the TCG here:

  1. Hands of Requiem
  2. Cascade of Chains
  3. Parte de Moarte (Romanian, "Hands of Death")
  4. Drawn by Aggression
  5. Tieria
Posted by HaikenEdge at 10:22 PM 1 comment:

TECH DISPLAY

SLURL for dislpay:

http://slurl.com/secondlife/The%20Tech%202/152/196/33
Posted by Chris Selig at 11:00 AM No comments:

Wednesday, May 13, 2009

5d: Fun things to do.

There will be many fun things to do besides playing trading card games: minigames, hidden item secrets, and interacting with other users. Making a conscious decision to have the trading card games be the focal point of our world, this means we decided to only make quests restricted to special events (i.e. Halloween). Users who finish the special quests will receive in-game prizes: money, special cards, boosters, etc. Tournaments will play a large role in our TCG, prizes proportional to the size of the tournament will be given to winners and winners will also be displayed on a scoreboard.
Outside of the TCG area will be minigames, a minor distraction and break from playing tcgs. Some of the minigames envisioned in the area will be retro arcade games like 1941 and Pong. Since interacting can determine how well users will experience trading and playing, we’ve made clubs specifically for mingling and networking with other users. Certain areas, such as adult-oriented social zones will be designated for users 18 and over.
Aside from the TCGs within our world, users will be able to create their own TCG to showcase in our world, provided that they purchase our TCG Development package, much like XNA and Apple’s SDK, this will allow users to program to our system; streamlining content creation.
The environment will also be designed to optimized the TCG playing experience, but it will also include secret easter eggs. There will be clues within the environment to where hidden items are, but those will be constantly moved or changed to keep the users on their toes.
Posted by Laura Munoz at 10:27 PM No comments:

5c

In this virtual space, players are encouraged to play the card game. This sounds obvious, but play is just the fundamental. Because of getting involved in playing the game, players must use online communication skills to trade/buy cards. And this also creates the virtual world economy and this point also tie back to our target audience, who are willing to spend money. On top of that, players must commit to the game by spending hours and hours of time to play the game, develop their own unique strategies (that gets to the creative aspect), and getting powerful cards. With that said, official/unofficial forums are there for players to share their experiences and strategies, or what kind of special cards are out there for the hunt. People can talk/debate about different aspect of the game.

Tournaments are set up frequently. Prizes could be money (virtual credit or real cash) or/and rare cards, and the size on the prize is proportional to the magnitude of the tournament. This creates an online economy, so the most skillful elite players can always make a living by just playing the game.

Posted by Brandon Wong at 8:57 PM No comments:

-Presentation Intro-

What players should expect:

In this virtual world, players will explore the world finding hidden areas and treasures while competing against AIs & PCs to expand their collection, learn new techniques & strategy, and increase their rank on the leaderboards. The higher one's rank, the better the tournaments one will be invited to. There will be regional and worldwide tournaments as well as special invitationals. Winning exhibition matches and tournaments yields rewards proportional to their difficulty and scope. Champions will be granted unique rewards and privileges, and have access to special regions/areas. Players will also be able to design and create their own avatars and living spaces and be able to share them with others around the world.

The world is divided into different regions and and sub-districts to allow players an easy way to navigate to where they need to go. The four primary regions are based on the four Trading Card Games (TCGs) that this virtual world has to offer. They are located around the central tournament district, or the Stadium District. This is where players go to participate in major world tournaments or special invitationals.

Secondary regions (Home, Marketplace, Social, Tutorial) exist to facilitate the player in ways to enhance the overall game experience. Upon entering the virtual world, the player will find him/herself in the Tutorial district. There, the player will be guided through the basics of the world such as navigation, interaction, collecting/trading, and competition.

This virtual world cannot be called a mere video game, it is much more than that. This is a place where people can go to play "old-school" style trading card games within a digital environment. People can network with like-minded individuals and make friends around the world. Whether one's motivations are social, creative, or competitive, this world all that and more to offer.
Posted by Chris Selig at 2:24 PM 1 comment:

World Layout


General Layout for the world map
Posted by Chris Selig at 2:21 PM No comments:

5b

b. Place – World Story, Navigation, Purpose, Ownership, Creativity and Expression, Impact. Description and visual design

The virtual world will be flat with definable natural boundaries. The world will be split up into different regions based on TCG association (Magic, Yu-gi-oh, pokemon, etc), with the center of the world containing a large stadium for special tournaments and occasions. There is no need for a back story because the focus of the world is not on the where you are, but what you can do there. Players will navigate through the world from a third person perspective (behind the back). The camera can be adjusted to other pre-programmed positions such as over the shoulder or first person. Players will also have the option of free-controlling the camera to look at their own avatar or focus on someone else (similar to second life). Navigation within an given area can be done via a mini-map overlay (players can control orientation and transparency). Worldwide navigation can be done through a map item (Far Cry 2).

The purpose of the world is to provide a bridge between real-life TCG’s and virtual community based games.

Users will have ownership rights of all cards, outfits, accessories, and home furnishings collected, but all in-game items are still subject to copyright laws. Users will be able to rent an in-world apartment or home and store their property there (PlayStation Home, Animal Crossing).

Using a separately released creator package, users can design and create their own in game property, such as custom card games, avatars, and animations (Valve Source).

This world will allow greater exposure of traditional TCG’s to a broader, more digital minded audience. It will also bridge the gap between virtual world enthusiasts, video gamers, TCG players and social networkers.
Posted by Chris Selig at 12:00 PM No comments:

5a

5. World Design Feature Categories:
a. Self – Appearance, Expression, Communication, Connection to Others, Persona and Reputation. Describe in detail and visual design

Users will create 3d avatars using in-game design engine. At the start of play, users can choose to either “quick-start” with a random or pre-made avatar, or create a customized avatar using a system similar to Oblivion and Mass Effect.

Similar to Second life and WoW, the avatars will have at their disposal an extensive list of pre-made gestures (sound & animation) ranging from “waving hello” to “middle finger” expressions. (think Fable II).

Communication can be done through local chat, private chat, or third party voice chat (ventrillo). The game can monitor third party social networking sites (facebook, myspace) and alert users as to when their friends log online. Likewise, third party social networking sites will have access to our online users list and alert their users when friends log online.

Users will be free to create a persona that fits their wants and needs within the virtual world within the terms of agreement (offensive and explicit material discouraged).

There will be multiple ranking systems based on rarity of collection and win/loss ratio similar to xbox live’s leaderboard system. Players who work their way up the tournament circuits will be ranked according to wins, losses, and in-game skills (determined by time and strategy of battle). A separate leaderboard will display players who have the rarest collections based on rarity systems embedded within each card game. There can also be sub-leaderboards that track statistical information such as players who have walked the furthest, most outfits collected, most hours played, etc.
Posted by Chris Selig at 11:09 AM No comments:

Thursday, May 7, 2009

Teleport here for project.

Coordinates: 198, 175, 21 - DAI 627: Design of Virtual Worlds. (on Paradisiac)
Posted by Laura Munoz at 9:45 AM No comments:

Tuesday, May 5, 2009

FEEDBACK PLEASE

I was wondering where everyone was standing on their tasks?
Posted by Chris Selig at 9:26 AM No comments:

Monday, May 4, 2009

Some tweaks..

I made the trading area be more of a lounging and trading area. There's also a winners area and its lighted with spot lights.
Posted by Laura Munoz at 10:33 PM No comments:

Not Finished Yet.


I've been working on the decorating. It's still unfinished. Just posting up progress.
Posted by Laura Munoz at 8:15 PM No comments:
Here is a sketch for the environment design:
Posted by Chris Selig at 2:44 PM No comments:

Crunch Time

So we're presenting this week. I would like to see all assets done by tomorrow (Tue.) and a rough run through done on Wed. (we need to meet in the morning). Here is a reminder of who's doing what:

Steve/Brandon: Costumes and distribution

Chris/Laura: Environment design
Posted by Chris Selig at 9:17 AM No comments:

Saturday, April 25, 2009

Land Update:

Beth (aka Cassandra Avedon)
has been added to the DAI 627 Group.


Anyone who has paid Endo Chrome or Bomber Oller, 400 Linden Dollar, please email
lvmunoz@sfsu.edu or comment.

You will be added to the Group, and therefore also own part of the land as well.
Posted by Laura Munoz at 7:34 PM No comments:

Wednesday, April 22, 2009

Show Me the L$

We really need to collect the L$ that ppl owe us for the usage of our land.
Posted by Chris Selig at 6:04 PM 2 comments:

Tuesday, April 14, 2009

New Costumes

  1. Mario
  2. Link
  3. Sonic
  4. Master Chief
  5. Pokemon
Posted by Chris Selig at 9:21 AM No comments:
Labels: chief, costume, life, link, mario, master, new, pokemon, second, sonic

Monday, April 13, 2009

I found some buildings



Posted by Laura Munoz at 10:14 PM 1 comment:

Here's the Deal...

So we decided to purchase a good sized plot of land. We are willing to share it with the rest of the class for the modest fee of 400L$ per person. This money will mostly go towards the maintenance of the land (rent). Bring it up in class or comment on this blog.

Coordinates: 198, 175, 21 - DAI 627: Design of Virtual Worlds. (on Paradisiac)
Posted by Chris Selig at 11:46 AM 1 comment:
Labels: experiment, help, land, life, linden, rent, second, share

Tuesday, April 7, 2009

Research Roles -- SL Experiment

Laura:
  • Rent/Buy Land (large)
  • Location Mechanics (i.e. daytime or well lit, open for adding objects, closed/no unauthorized entry, no-fly script?)
  • Location Specific Objects (ex. signs, stage, retail area/tables/L$ registers/vending machine)
  • Costume Research
  • Environment Design (with Chris)

Brandon:
  • Costumes (5 parts: head, torso, hands, legs, feet) - Build our own or purchase/free? If build, then what is the ETA for completion of all 6 costumes?
  • Work with Steve on Item packages, distribution, exchange rates (25L$/package)
  • Slot machines (work with steve)
  • Banana Hammock

Steve:
  • Rarity of costumes (we'll choose on thursday)
  • Distribution of parts within the packages (how many different packages? Try to formulate it so the experiment will last about 45 minutes.)
  • Prizes (fastest, rarest, all costumes, most innovative... determined by audience)
  • Research any useful scripting and how to implement (instruction signs, etc.)
Danny (day laborer):
  • Documentation (screenshots... sent to email)
  • Costumes
  • video capture?
  • Information Resource (to be utilized at will by any and all full members of this group)
Posted by Chris Selig at 12:08 PM 1 comment:

The Trading Game -- SL Experiment

1. Experiment Title
  • "The Trading Game"

2. Scenario
  • Buying, collecting and trading clothing objects with the objective to complete a full costume set.

3. Mechanics
  • Participants will enter the building wearing the required attire. They will then purchase costume parts and attempt to collect a full set by trading with other people. Some sets are more rare than others so certain costumes will require both patience and L$ to complete. The participants who fulfill certain criteria (such as finishing a costume set first) will win a monetary prize.

4. SL Location
  • Coordinates: 198, 175, 21 - DAI 627: Design of Virtual Worlds. (on Paradisiac)

5. Roles
  • Group members will be acting as administrators, the participants will be the players, and a select few will perform the duties of documentation.

6. Role Assignments
  • Information Desk Clerk - When someone needs a refresher to the rules or help.
  • Documentors - Taking screenshots of the event to document it.
  • Finished Costume - Person will be dressed in the finished costume to show what the players could end up with.
  • Information Desk - Laura
  • Documentors - Danny and Jane
  • Finished Costume - Brandon
Non-character driven Roles
  • Vending/Slot Machine - Providing players with costume pieces
  • Vending Machine - Providing players with undergarments, (we start the game in our underwear).


7. Assets Provided
  • Undergarments, Costume pieces.

8. Participant Preparation
  • No preparation is required. Instructions will be clear during the experiment.

9. Production Plan
  • Develop an experiment that would implement the idea of trading, "the trading game."
  • Set rules for the game.
  • Second Life scripting and modeling research.
  • Research costume development.
  • Acquire costumes.
  • Research distribution of costumes. Research randomized package distribution.
  • Find and acquire land for staging the game.
  • Develop environment for the game.
  • Set roles for the game.
Posted by Chris Selig at 11:44 AM No comments:

Building Treasure Chests

Links:
http://purplewyvern.co.uk/thenest/2008/05/26/arrr-treasure-chest/

It's super expensive to buy them too.
https://www.xstreetsl.com/modules.php?name=Marketplace&file=item&ItemID=1227629
Posted by Laura Munoz at 10:10 AM No comments:

Transparent Walls?

For an invisible border we can just make very big windows.
http://vodpod.com/watch/763558-make-a-1-way-tinted-window-second-life-video-tutorial
Posted by Laura Munoz at 7:31 AM No comments:

Sunday, April 5, 2009

Land

Here's a nice walkthrough on how to adjust the settings on your land. The land can be a no-fly zone.
http://blog.coveislands.com/2009/03/17/the-about-land-panel/

This link is about a group owning land:
http://blog.coveislands.com/2009/03/31/group-owned-land-in-second-life%E2%84%A2/

I haven't found anything on building invisible walls in SL, yet.

Actually, owning land in SL is pretty weird. You have the ability to own land, but you have to pay a land maintenance fee each month.
https://support.secondlife.com/ics/support/default.asp?deptID=4417&task=knowledge&questionID=5198
Posted by Laura Munoz at 11:44 PM No comments:

Thursday, April 2, 2009

Trading Card Game Rule Examples

I've got the rulebooks for Yugi-Oh and Magic.
I also uploaded rules for MapleStory TCG and High Stakes Drifter.

http://drop.io/p3r3xbg

password: tcgworld


Reminder: final class meeting - 5/19
Posted by Laura Munoz at 10:26 AM No comments:

Tuesday, March 24, 2009

Themes

This post will detail the themes for each color; it is currently a work-in-progress and will continually be updated as more things come to mind.


Passion (Red)
  • Play Style: Fast, aggressive, reckless
  • Creature Themes: Mercenaries, Orcs, Goblins, Trolls
  • Spell Themes: Fire, Electricity, Unholy Magic, Missiles, Rockets
  • Mechanics: Direct damage, creature destruction, mimicry (at a price), fast answers, suicide, lower WR than PV

Vitality (Green)
  • Play Style: Balanced, regenerative, tenacious
  • Creature Themes: Elves, Dwarves, Druids, Animals, Beasts
  • Spell Themes: Earth, Plant, Disease, Natural Disasters, Holy Magic
  • Mechanics: Life gain, damage prevention, energy acceleration, graveyard renewal, lower PV than WR

Will (Blue)
  • Play Style: Strategic, tricky, alternative methods
  • Creature Themes: Academics, Cyborgs, Androids, Gnomes
  • Spell Themes: Water, Wind, Ice, Knowledge, Psionics
  • Mechanics: Draw acceleration, hand denial, bounce, mill, taking control, balanced PV and WR

Overall Themes
  • The Three Kings: One of each color.
  • The Twins: One pair for each color pair.
  • Essence Spells: In every color; works on emptying the power pool.
Posted by HaikenEdge at 4:14 PM No comments:
Labels: [Card Design], [Creature Design], [Mechanics], [Themes]

Creature Design Guidelines

After looking over some of the creatures I had designed, I came to realize one thing: they weren't balanced. With that in mind, I went back to what I had designed for creature designs and decided to completely overhaul the system I used, dropping the "feel" system for a more mathematical approach to balancing creatures and came up with the following design guidelines:

Creature Design Guidelines
  1. Each creatures gains a set amount of Creature Points (CP) from their DP, RA and CT.
  2. A creature's CP total must be equal to or more than the CP total spent on its abilities.
  3. Each colored Power [(R), (G), or (B)] is worth 10 CP.
  4. Each non-colored Power [(1)] is worth 4 CP
  5. Regarding RA - E = +0 CP, D = +1 CP, C = +3 CP, B = +5 CP, A = +9 CP, S = +15 CP
  6. The "Legend" CT nullifies the CP cost for having an TA or AA; however, the effect of the TA or AA must still be paid for separately.
  7. All "Legend" creatures have an OD, but the effect of the OD must be paid for separately.
  8. Each point of OP and DP costs 1 CP
  9. Just having an AA costs 4 CP; the effect must still be paid for separately.
  10. If an AA has a Spell card equivalent, the rule of thumb is to convert the Spell's DP to CP; the CP price for having the AA is equal to that amount increased by 25%, rounded up.
  11. Just having a TA costs 6 CP; the effect must still be paid for separately.
  12. If an TA has a Spell card equivalent, the rule of thumb is to convert the Spell's DP to CP; the CP price for having the TA is equal to that amount increased by 50%, rounded up.
  13. If an OD has a Spell card equivalent, the rule of thumb is to convert the Spell's DP to CP; the CP price for having the OD is equal to that amount.
Posted by HaikenEdge at 3:53 PM No comments:
Labels: [Card Design], [Creature Design], [Mechanics]

Nomenclature & Abbreviations

Posting up a list of nomenclature that I'm using in conjunction with the development of the game in order to minimalize confusion when discussing the project.

Parts of the Play Field
  • War Zone (WZ): A place for creatures who may participate in combat. Creatures in the War Zone may Attack, Block and use Activated Abilities, but cannot work.

  • Work Force (WF): A place for creatures who may not participate in combat. Creatures in the Work Force may Work and use Activated Abilities, but may not Attack or Block.

Mechanics
  • Power: The mechanic that is one of the primary aspects of resource management in the game; nearly every spell requires Power to be put into play, and every card has at least one method of generating Power.

    • Passion (R): The name for the type of Power associated with the Red aspect of the game. Passion is also the name used for the overarching Red faction.

    • Will (B): The name of the type of Power associated with the Blue aspect of the game. Will is also the name used for the overarching Blue faction.

    • Vitality (G): The name of the type of Power associated with the Green aspect of the game. Vitality is also the name used for the overarching Green faction.
  • Purge: The mechanic where, by discarding a card from their hand, a player gains an amount of energy equal to the card's purge value. Cards cannot be purged in response in the effect of a spell or ability.

  • Work: The mechanic where, by fatiguing a creature that is in the Work Force, its controller gains power equal to its Work Rate. Renewed creatures who Work become Tired; Tired creatures who Work become Exhausted.
  • Fatigue: The mechanic that determines the actions available to a creature. There are three states of Fatigue: Renewed, Tired, and Exhausted.

    • Renewed: One of the three states of Fatigue that a creature may be in. All creatures are returned to a Renewed state at the beginning of their controller's Renewal Phase. Renewed creatures may Attack, Block, Work or use Activated Abilities.

    • Tired: One of the three states of Fatigue that a creature may be in. Creatures enter play Tired and may Block or Work while tired, but may not Attack or use Activated Abilities.

    • Exhausted: One of the three states of Fatigue that a creature may be in. Exhausted creatures may take no actions. Creatures become exhausted when they Attack, Work or use Activated Abilities.

Parts of All Cards
  • Card Name (CN): The specific name of the card.

  • Card Type (CT): The type of the card: the card may be one of three types--"Hero", "Legend", or "Spell".

  • Rarity (RA): How rare the card is; how difficult it is to obtain the card when opening booster packs. Ranks in Grades from S (most rare) to F (most common).

  • Deployment Cost (DC): The total amount of power, with coloration counted, to put the card into play.

  • Pure Deployment Cost (PDC): The total amount of power, without regards to color, required to put a card into play.

Parts of a Creature Card
  • Work Rate (WR): The specific amount of energy any given creature generates while in the Work Force.

  • Purge Value (PV): The amount of energy any given card generates when Purged.

  • Offensive Power (OP): The attack power of any given creature. During the Damage Subphase of the Combat Phase, a creature who Attacks or Blocks deals combat damage equal to its Offensive Power to the creature blocking it or blocked by it, respectively.

  • Defensive Power (DP): The defensive power of any given creature. When a creature takes more damage than its defensive power in one turn, it is killed, removing it from play and putting it into the Void.

  • Activated Ability (AA): An ability possessed by a creature that is activated by paying its activation cost as well as Exhausting the creature. Players may only use Activated Abilities possessed by a creatures under their control if it is Renewed; Tired and Exhausted creatures cannot use Activated Abilities.

  • Triggered Ability (TA): An ability possessed by a creature that automatically activates when and if the conditions for its activations are met, regardless of the creature's Fatigue status. Triggered Abilities are generally considered more powerful than Activated Abilities because they can be activated at any time, so long as the triggering event occurs.

  • Overdrive (OD): Special Triggered, Activated Abilities possessed by every Legend. A Legend's Overdrive is triggered when it attacks, and activated by paying its activation cost. It is considered part of the attack, rather than a separate action.


Parts of Spell Cards
  • Reflex Cost (RC): The additional cost required to play any given spell when outside of the player’s turn. The Reflex Cost of each spell differs.

  • Effect (EF): The effect of any given spell. Rules as written, not rules as intended.


Unfortunately, despite this somewhat extensive list, I still need terms for "the Library", "the Hand", and "the Graveyard", along with definitions for each; if possible, I'd like to stay away from "the Library" and "the Graveyard", as neither fit the theme of the game.
Posted by HaikenEdge at 3:08 PM No comments:
Labels: [Abbreviations], [Mechanics], [Nomenclature]

Monday, March 23, 2009

Testing

I'm just testing this.  Trying to email requests to contribute to the blog. 
Posted by Laura Munoz at 2:34 PM No comments:

Blog Activities

  • Trying to friend each other
  • Setting up following
  • Adding permissions to edit the blog
Posted by Omega Squad at 2:17 PM No comments:

Thursday, March 12, 2009

First Contact

this is only a test
Posted by Omega Squad at 12:14 PM No comments:
Labels: blah
Newer Posts Home
Subscribe to: Posts (Atom)

Followers

Blog Archive

  • ▼  2009 (45)
    • ▼  June (1)
      • Design Documents Link
    • ►  May (27)
      • Message For Brandon
      • BRANDON'S TO DO LIST
      • market place
      • Pictures for stadium
      • House pictures
      • The Ranking System, A Distinct Motivator
      • upload or email please
      • Concept HUD
      • Artistic Sketches
      • Technical Sketches
      • Digital Illustration
      • There's our drop.io account.
      • 5e
      • TCG Title Suggestions
      • TECH DISPLAY
      • 5d: Fun things to do.
      • 5c
      • -Presentation Intro-
      • World Layout
      • 5b
      • 5a
      • Teleport here for project.
      • FEEDBACK PLEASE
      • Some tweaks..
      • Not Finished Yet.
      • Here is a sketch for the environment design:
      • Crunch Time
    • ►  April (11)
      • Land Update:
      • Show Me the L$
      • New Costumes
      • I found some buildings
      • Here's the Deal...
      • Research Roles -- SL Experiment
      • The Trading Game -- SL Experiment
      • Building Treasure Chests
      • Transparent Walls?
      • Land
      • Trading Card Game Rule Examples
    • ►  March (6)
      • Themes
      • Creature Design Guidelines
      • Nomenclature & Abbreviations
      • Testing
      • Blog Activities
      • First Contact

Contributors

  • Brandon Wong
  • Chris Selig
  • HaikenEdge
  • Laura Munoz
  • Omega Squad