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[Java] Project Card Tactics (1v1 Single/Multiplayer)
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(10-16-2013, 10:52 PM)puggsoy Wrote: I'm not exactly clear on the gameplay, but [...]

That sounds like an interesting idea. Have the units and the towers mutually dependent on one another.

The gameplay works like this: Each player has a general. The general is automatically placed by the system as soon as the match begins. Towers the player places have a range they set when they are placed. So if you want to deploy more units afterwards, you have to have at least one tower down, and you can only place units within a certain range of those towers. Some towers are distinctly better than others by having a farther range, but those towers come with disadvantages like less defense or HP--so they can be destroyed easier. You can win in one of two ways in the normal mode: 1) kill the enemy's general, or 2) destroy all of the enemy's towers.

That's the simple way to describe it, as things get a lot more complicated with unit abilities, tactics cards (which are essentially spells), equippable cards, resource management and recovery, tile buffs and debuffs depending on where the unit is on the map, type advantages and disadvantages, ability to cross certain tiles other units can't, etc.
One more breath,
Me to her,
All it took,
She was gone.
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Messages In This Thread
RE: Project Card Tactics - by puggsoy - 10-15-2013, 02:30 AM
RE: Project Card Tactics - by Ashedragon - 10-15-2013, 08:26 AM
RE: Project Card Tactics - by Ashedragon - 10-16-2013, 10:35 PM
RE: Project Card Tactics - by puggsoy - 10-16-2013, 10:52 PM
RE: Project Card Tactics - by Ashedragon - 10-17-2013, 12:09 AM
RE: Project Card Tactics - by puggsoy - 10-17-2013, 01:09 AM
RE: Project Card Tactics - by Ashedragon - 10-17-2013, 02:22 AM
RE: Project Card Tactics - by Ashedragon - 10-21-2013, 01:44 AM

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