With the current game engine features, I've been brainstorming ways it could be used to do different sorts of games. At first I was going to keep these to myself, so that no one else would feel cheated if I share the same idea they had come up with themselves. Also if I share an idea it may make others specifically not want to do that idea, for fear of not seeming original. Actually even typing these last 2 sentences if starting to talk myself back into keeping the thoughts to myself, ROFL!
One of the thoughts was how to use the variables for things like stores, upgrades, or spells. You could, for example, start the player with some amount of money. Various cards could be describing an item on a shelf, where option 1 is to buy and option 2 is to pass. If you buy, it lowers your money and adds extra cards to your deck related to this item. If you pass, you lost your chance to buy this item, which of course changes the game each time you play. Perhaps you like the item offered to you, but if you buy it you can't afford another item you hope you'll draw soon. What if you pass and the other item isn't drawn in time though? Those sorts of choices are very cool.
The upgrades idea could function a lot like the store, but perhaps it's a farming game and the "store" was an option to buy a new plot of land and plant potatoes on it. Buying it adds in a card (or more) where you harvest potatoes for a profit, and that raises your money. Basically some purchases could be thought of as investments, because they give you very rewarding cards that you may pick later from your deck.
Spells could be mana or power being used. If someone was willing, nearly every card in the deck could add 1 to the variable, simulating the player's power recharging over time. Perhaps monster encounters would have an option to use a spell (costing mana) that fends it off without you being hurt, or the non magic option that lowers the player's health (another variable). Healing spell cards could offer to spend mana to raise health. Store and upgrade/investment ideas could be added along with this to make something pretty expansive. I'm actually excited to think of all the many ways this engine's options can lead to fun game ideas.
I just realized there is a game mechanic that's in the engine, but not shown in the readme.txt file. I'll add it when I get some time, but it's one of those things that seems simple, but is rather hard to use in the right way. It's a script [Clear], which tells the game to completely clear the player's current deck. This was originally planned as a way to start up a whole new section of a game. Sort of like advancing from level 1 to level 2, where you want them to start over with a whole new deck. You would use [Clear], then add in several cards to get them started again. This feature should totally work, I just never got around to using it in the Swamp Deck sample game, and forgot all about listing it in the readme.
- Aprone
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