TOME Card Game Addon

A place to post your add ons and ideas for them

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tylardenoche
Posts: 2
Joined: Thu Feb 13, 2014 6:21 pm

TOME Card Game Addon

#1 Post by tylardenoche »

Well heres what ive been playing around with for a long time,hoping i would be able to flesh out the 'trumps' idea from Roger Zelazny's books or Hunter X Hunter's Greed Island.

Im new to Lua but not to programming in C/C++ so learning as i go along :) would love feedback on these ideas

Principle Idea: Collectible Card game.

No Levelup

Can use only 3(?) cards at one time,rest must be stored/replaced when no enemies are nearby.(Kind of like wizard preparation from D&D)

1) Healing => Cards that are 1 shot items or rechargable after every rare/boss kill?

2) Magic cards => Random drops of magic spells for firebolt,magic missile etc(work like wands) or teleport/phase door,will have a cooldown like totems from TOME,however levelup/improve with cards or boss kills?

3) Combat Cards => Will have card drops that turn into swords/spears/shields as items.again improve with boss kills(also upgradeable and has charges)

4) Enhancement Cards => Stat improvement auras,lifesteal,defense attack sustains etc
**************************************************************************
Disable all monster drops.

every 10th? or 10*xth monster will drop a card with a related stat boost card permanent. example: 100 wolves = [1-10] random ->agility gain (or random card?)

Bosses have a chance to drop rare permanent stat cards including extra card preparation slot.

Card book/album/binder featured after completing some quest,like transmog chest.

Multiple card copies of the same card can be melded to make a stronger version however if both of them are 1 shot cards like:
Example
Raging dragon[5] card:
Damage-10 ATK
Range-10
Uses - 5

Raging dragon[5] + Raging dragon[5] => level 2 Raging dragon[11]
damage 15ATK
range 10
uses 11
along these lines.

Normal Card Ideas:(upgrading these will increase duration by upgrade card + 1)
Monologue[5]-> Adds a regen effect depending on x
Glassblade[5]-> Creates a normal sword (melee range) to strike your enemy down doing xdxx damage.
Punish[5]-> slows/stuns target enemy for xdx turns.
Raging dragon[5] ->(as given above)


RARE Card Ideas:

The Jaggernought ->Adds charges to all cards in card album [+1] each card
The Joker -> Allow you to meld with any card to make level+1 copy
The Knight -> turns the card into a suit of armour absorbing damage for the next 10 hits,reducing absorbtion over 10% each hit.Infinite duration
The King -> Turns the card into a weapon which does 1 time hit of [50% - 100%] to target enemy.
Ode to Darkgod[3] -> random status effect to target for 1 turn every 2 turns in a 10 turn duration

The Revanchist
Uruivellas
Posts: 762
Joined: Sun Nov 03, 2013 12:14 am

Re: TOME Card Game Addon

#2 Post by The Revanchist »

I'd personally seriously buff the "Ode to darkgod" card, as well as any other cards in the "darkgod" series.

The idea is pretty interesting, especially with the strict limits you've set up. However, I'm not sure how easy it would be to get cards back... And I bet losing all your cards is a bad idea.

Xandor Tik'Roth
Keeper
Posts: 1548
Joined: Tue Aug 12, 2003 3:08 pm
Location: The edge of the Abyss

Re: TOME Card Game Addon

#3 Post by Xandor Tik'Roth »

Looks like an interesting idea, given some further testing/fleshing...
And it was such a good idea...

Luckmod
Low Yeek
Posts: 6
Joined: Mon Feb 17, 2014 2:25 am

Re: TOME Card Game Addon

#4 Post by Luckmod »

I can see where you bring Greed Island into this. I think my only issue is that Greed Island was interesting because it turned their life into a game. They got random drops and spells and stuff that don't exist in real life (for them). What you would be doing with the is basically calling everything in the game a card since swords, magic, monsters and stats are part of real life (in the tome world). So you might just save some time by making a mod that adds "Card:" to the beginning of everything in the game ever. Also, idk how well a roguelike meshes with a roguelike... ala...

"YEAH! I just traded for the best card in the game!"

Assassin casts Impending Doom.

"Awwwww maaaaan."

I feel like you could gut the idea and make some cool item level type quests or, like, a class that steals souls and puts it in his equipment.

To not totally stab your idea to death, I think real life cards would be really cool.

devilindupriest
Higher
Posts: 49
Joined: Mon Jan 20, 2014 5:55 pm

Re: TOME Card Game Addon

#5 Post by devilindupriest »

Sounds pretty interesting, I think maybe instead of a full face lift of the game system it might be easier/a little more accessible to people as said above as a class that interacts with the world/class skills via cards. There are a couple of talents already that 'touch' items in your inventory, for instance, and I think it'd be possible to adapt something like that into a 'turns it into a card of type X'.

...Plus I would TOTALLY play a class that let me run around shouting things in chat like 'I play Voratun Greatsword in Attack Mode!'. omg, omg, totes totes totes need to be able to steal attacks from enemies for use as 1 shot cards. I would farm adventurers for DAYS for the chance to say 'Looks like you just activated my Trap Card!'

tylardenoche
Posts: 2
Joined: Thu Feb 13, 2014 6:21 pm

Re: TOME Card Game Addon

#6 Post by tylardenoche »

maybe instead of a full face lift of the game system it might be easier/a little more accessible to people as said above as a class that interacts with the world/class skills via cards.
Devilindupriest that does sound like a better short term goal! I will aim for an addon class first,should be a bit simpler :)

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