Sunday 15 February 2009

It's Sundaaaaay!

NOTE: I've started a Twitter to let people know when the blog has updated. My username is 'neutroncow'. I'm fairly new to Twitter, I can only assume this is the only info you need to follow me.

Okay, time for another update, hooray! And today I'll be talking a little about the Medic, giving a brief overview on how the class cards will actually work in the game and finally, I have a bit of an update on the game's progress.

So, the Medic. As you may have guessed, his main role in the game is to heal his fellow team members. This is done with his trusty medigun and is the primary form of healing in the game. Let's take a look at how it works. When the medigun comes into play, 5 medigun counters are placed on it. These can be used at will to either remove 1 damage from a team member or to prevent 1 damage. At the start of each turn, 5 new counters are placed on the medigun. Is 5 counters enough? Well...I'm not sure yet, that's what playtesting is for.

Aside from healing, the Medic's other noteworthy function is of course the Uber. Unlike the PC game, where the ubercharge is built into the medigun, the ubercharge in the card game is a seperate card. Once it has been played, any medigun tokens that are used go onto the Ubercharge card instead. When these counters reach a currently undecided amount, the card can be discarded to make the Medic and another card invincible for a turn.

So let's talk about how classes actually work in the game. Aside from a player's normal 65 card deck, each player has an 18 card class deck. At the start of the game, 4 of these cards are drawn and put into play. This makes up your starting team. The class cards are VERY basic. They possess the classes name and their health, that's it. All of their abilities come from the class specific cards in your deck. How do you change classes? Simple. When one of your class cards is defeated, you have 3 choices at the start of your next turn:

  • Leave the class as it is. All cards currently played on the card, stay on the card. This however causes the card to double tap. While this may seem the obvious choice, it puts this class card out of commision for two whole turns.
  • Wipe the card clean. The class card stays in play but all cards played on it are discarded. Doing this causes the card to tap. While the card is out of action for only one turn, it ensures you will keep the same class in play.
  • Choose a new class. Shuffle the card back into your class deck and draw a new class. This card doesn't come into play tapped and can be used right away. This is the more obvious choice if you have a very specific class deck or if your hand is filled with non-class specific cards.
Okay, so an update on the game's progress. I'm just under half way through the 200 card set, and the basic gameplay rules are pretty much written. In addition, the game's delivery method is in place, woo! Ever heard of LackeyCCG? No? You may want to download it. This program allows you to play card games online. Since I don't own a printing press, this seemed like an obvious choice. I've already written the TF2 Plugin for LackeyCCG, so as soon as I have the 200 cards designed, I'll be able to start testing the game with some folks online.

Next week, the Spy, and we'll talk about ammunition. See you then!

2 comments:

Sheepshifter said...

Nice idea for the Medic, and I'm glad to get an idea for how the decks work.

I'd help you playtest when it's ready, if you want.

Aaron Denyer said...

i am currently downloading lackey, have you put anything up on the plugin yet, if so where can i get it?

your faithful murderer

aaron