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My TCG/CCG: Beta 2

Posted: 2 Oct 2014, 3:03
by Squishy Rex
Dragoona Battles is a TCG/CCG game I’ve been working on for nearly 10 years. Many of the Creature cards included in this game are taken from the storyline of a book I was writing called “Dragoona Tales: Rise of the Dark Master”. The concept as a whole basically uses themed battle zones, Creatures/Objects and places from the story.

Over the years, I’ve shaped the game itself, based upon the working backbone of other TCG/CCGs without blatantly ripping them off. Some of the elements used are inspired by games such as Yu-Gi-Oh! and apparently, Pokemon too, though I’ve never really looked into these claims. In any case, Dragoona Battles, like most other card games, requires you to either defeat your opponent by reducing their health, or by making them Deck out. That said, there are a small number of other ways of grasping victory, like how Yu-Gi-Oh! has Exodia’s instant win guarantee.
Dragoona Battles also in ways, requires the need for strategies to send certain Creatures through their evolutionary stages to become more powerful, but to also manipulate special Powerplays to affect the battle zone and the Creatures on it.

Prototype 51
But, going to back where it all started, I’ll firstly show you the game, or parts of it, in its earliest stage of infancy. The game originally consisted of 51 cards, and was made specifically as a school art project, which consisted of designing our games. So, Prototype 51 was born, and with it, some features which are still present in Beta 2, the current dev stage.

The original 51 cards, were much more plain in design, mainly due to time constraints and also used terms, which were no longer used after the end of Prototype 51. Some of which can be seen below:

- All cards used “PWR” instead of “AP”. “PWR” stood for “Power” and “AP” meaning “Attack Power”. This was changed when Creatures also gained “Defense Power” or “DP”.
- Magic cards (now known as “Power” cards) had infinite “PWR”. Cards of any sort no longer have infinite “PWR”.
- Creatures were referred to as “Monsters”.
- Creatures could be “Jinxed”. This was changed to “Disarmed”.
- Creature types were referred to as “(Type) Stone Monsters”. E.g. “Earth Stone Monsters”. Stone was a reference to the early storyline where each type of Creature were classed under a Type Talisman, which in the storyline, were made of Stone.
- The Battle Zone was known as “The Island”, which referred to the “Island of Dragoona”.
- The Crypt/discard pile, was known as “The Isle of Spooks”, which was an island from the storyline that served as a place of fallen spirits.
- Creature cards only included descriptions about their respective Creature. None had their own Powerplays.
- Power Cards were the only cards to use Powerplays.
- Prototype 51 included a “Food” type, which was discontinued after the end of the prototype. The 6 “Food” type Creatures were removed till Beta 2, with the exception of “Gassy Gut”, who was changed to the “Alien” type.
- 8 of the cards from Prototype 51 were not reproduced in Beta 1. 6 of them of course, were the “Food” type Creatures.

Here is a list of the cards from Prototype 51:
Spoiler
Image

Many of the cards experienced a change of some sort between Prototype 51 and Beta 1. Mostly this was an adjustment of their AP, however a few had their names and/or images changed to nullify copyrighted material that was used solely for art project as mock-up cards. Some cards experienced a name change, simply for the fact that they sounded a little too simplistic and undescriptive.

Beta 1
Beta 1 was drawn up within the few months that followed the end of Prototype 51. There were a number of changes made to the basic card design and other changes which occurred during the production of Beta 1. The first of which happened from the card # 501 - #1000, the second of which affected cards #1001 -#1050. #1050 was the last card made during Beta 1.
The changes made can be seen below:
- Beta 1 introduces new Creature/card types:
• Forbidden
• Legendary
• Plant
• Bug
• Alien
• Nightmare
• Dreamer
• Power-Up
- Cards from Beta 1 include printed Rarities: C,UC,R,SR,GR,PR (Common, Uncommon, Rare, Silver Rare, Gold Rare, Platinum Rare.)
- Cards include printed Type names (E.g “Earth”)
- “PWR” becomes “AP”.
- All Card type Mark Letters and Type Icons become separated into their own squares.
- Card #501-#1000 include an extra printed subtype (E.g Earth/Rock, Machine/Metal, Elemental/Air)
- Cards #501-#1050 introduce the “Legendary” type.
- Cards #1001-#1050 introduce the “Dreamer”, “Nightmare” and “Forbidden” types.

Beta 2
Beta 2 was drawn up towards the end of Beta 1 and includes many new updates, some of which are updates to run with the mechanics of the game itself.
The new additions and changes to the previous Beta 1 can be seen below:
- Cards now include both an “AP” and “DP”.
- Cards now only use a Type Icon, Mark Letters were removed, as they were considered pointless.
- Creature Cards now use a printed Sacrifice Icon to show how many sacrifices are required to summon said Creature. These are shown in dot form, like that shown on a dice.
- “AP” icons have been moved to the bottom left corner, with the addition of the “DP” icon now using the bottom right corner.
- Power-Up cards have been turned into Power cards to make obsolete of an unnecessary card type.
- “Nightmare” Creatures and “Ghost” Creatures have been combined to become “Dark” Creatures, again removing an unnecessary type.
- “Dreamer” Creatures have been combined with the existing “Light” type.
- “Relic” and “Karma” Creatures have been introduced.
- “World” and “Element” Power cards have been introduced.
- Beta 2 also introduces a new rarity, "Diamond Rare", printed as "DR". Diamond Rare is now the highest Rarity, above "Platinum Rare".

Posted: 11 Oct 2014, 9:42
by elitalianoverde
Neat concept though it borrows a lot from Yu-Gi-Oh! though that could be good since it's new and you probably won't make it as OP as Yu-Gi-Oh! has gotten lately....(please?) Anyways I'll give you five names to get started:
1. Tombstone Beast
2. Poltergust
3. Skele-drone
4. Bone Runner
5. Fossilasaur

Zombies of course :D
Good Luck with your TCG.

Posted: 12 Oct 2014, 12:01
by Squishy Rex
Oh yeah, I know what you mean about Yu-Gi-Oh going OP. I quit at the end of GX, start of 5Ds. I still collect the cards, but in terms of playing, it just isn't what it used to be. This game won't be OP at all. I'll try to prevent that from happening though, someone may figure out a killer strategy, it does happen after all. There are a few things I want to do to make it steer away from having too many Yu-Gi-Oh similarities, the biggest currently being the "fusion-esque" Creatures. As for the 5 cards you've left me:

1. The name is similar to Gravestone Beast, though there are now 6. It could make a good Gravestone Beast support/counterpart card since that archetype is lacking in terms of support currently.

2. Poltergust gives me an idea, however, it may be too much of a close call in terms of copyright as far as Nintendo could be concerned. Luigi's Poltergust is fairly well known after all. I would like to use this one, but it may require a slight name alteration to avoid any "issues". Being that gust is wind, using "gale" should resolve both points at once and this card thus becoming "Poltergale".

3. I like this name for a number of reasons, apart from the fact I am easy to please, it sort of ties the undead with robotics (drone). It could also be a skeletal foot soldier as well, so the name really gives a few possibilities for an official artwork.

4. Not too much to say about this one, but it could be good as a humanoid creature or some sort of skeletal beast that has many legs OR relies on some sort of rampant attack strategy. I might work on this first out of all as it seems like an interesting creature in terms of both a powerplay and artwork.

5. I already have a Fossilsaurus made up, but a whole skeletal dinosaur archetype would be nice. I hadn't really thought about extending anything in that general direction as of yet, but it would be a cool concept.

Thanks for the suggestions, if you have any more, I'd be happy to hear them, even if you've thought of 100 or so. I've made nearly 4000 and I'm running a little low on imagination, so anything at this point would be great. :)

Posted: 3 Jul 2016, 3:43
by Squishy Rex
I know I've been gone for a while, however, I've had some time to focus on this once more. I've now managed to push the game itself into Beta 2 finally, changing some older existing mechanics and tending to a few obvious issues in terms of prepping the actual gameplay and rules. I've also developed a few new archetypes recently, though none of which have their own strategies as of yet. A lot of research has gone into these archetypes because they are based on real-world themes, the legends behind the Moai of Easter Island and the legends behind the native American Totem Poles, including many of the animals and gods generally depicted upon them, including Mawdzeks and the Thunderbird.

As always, if anyone has ideas for new card names or themes, feel free to post them, though remember, no copyrighted material. :)