Over the coming months, I'll be designing, developing and distributing (for free of course) what I hope will be a half-decent card game based on TF2. Here, I'll be posting brainstorms, rules, sample cards etc, for anyone interested to comment on. An important part of any development cycle is feedback, and this is no different. So let's set some goals shall we?
- First and foremost, the goal is to create a card game that accurately portrays the style and feel of a Team Fortress 2 match.
- At present, I am aiming for an initial set of 300 cards including characters, weapons and maps, along with various effect cards that reflect the tactics and strategies used in the PC game.
- As the success of the PC game depends entirely on it's community, I feel the card game should be no different. With this in mind, I aim to incorporate as much player feedback as possible into the game.
4 comments:
Would you please at least give us a basic overview of the rules? Also: How Magic-esque in mechanics is it going to be? Because I honestly don't want to play MtG: TF2
Hey there, I heard about your website through the control point podcast and I'll be following your status while you work on this project, it sounds cool.
take a look at the fan site
http://tf2cardgamefansite.blogspot.com/
Hey, this sounds like a great idea. I love the game, and i would love to see it in a card game. But could you please give an overview of the rules before moving on with the classes. You've mentioned tapping, which is like magic, but how exactly is the game going to play out? How are accuracy rolls and ammo going to work, and how do we use the special cards that you've mentioned or the nemesis cards? Could you explain how the game play works before telling us more about each specific class?
This looks really cool, and you can bet i'll be there when it's released.
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