The Battle of Making a Card Game | Talk TCG

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  • Опубліковано 4 лис 2024

КОМЕНТАРІ • 16

  • @derpz_
    @derpz_ 2 місяці тому +6

    Digimon TCG works exactly like so. That is, the attacking player's effects get resolved first which encourages taking action and some effects with certain wording will always interrupt the triggered effect chain and activate before the rest of the queue is resolved. It is both functional and pretty fun.

    • @ShardTCG
      @ShardTCG  2 місяці тому

      Exactly!
      Digimon is a great example.

  • @SiegeBreakTCG
    @SiegeBreakTCG 2 місяці тому +2

    Setting up your mechanics to encourage players to attack is a great idea to keep games engaging. My favorite games are always ones with a lot of combat :)

  • @renhuajin9210
    @renhuajin9210 2 місяці тому +1

    I am making a card game called Summoner it is in the starting phases so I am planning to release it some time this year.

  • @geckomentor
    @geckomentor 2 місяці тому +1

    this is what I need!!!
    thank you!!!

    • @ShardTCG
      @ShardTCG  2 місяці тому +1

      I'm happy to hear it. 😁

  • @MOKIRITCG
    @MOKIRITCG 2 місяці тому

    This is very helpful and informative. The only issue I’ve had in my tcg was the timing for “first strike abilities.” Since both players share a battle phase, playtesters weren’t sure which creature had priority when attacking. Since my creatures have an agility stat, I base the timing on agility, and in the rare occasion creatures have the same speed, priority goes to the turn player. I try to keep triggers at a minimum during battle so there’s not too much too going on, but when I do, I try to be as specific as possible.

    • @Forneverywhere
      @Forneverywhere Місяць тому

      I use a Priority stat that's nearly identical for character cards in my tcg, though it doubles up for one of the two possible defensive options when attacked. But I found that just stating similarly to how first strike is worded "this injures before any other characters without this ability or abilities X, Y and/or Z". Granted it's definitely not perfect it still generated the desired effect during play testing against other 'speedy' characters.

  • @ConleyPMusic
    @ConleyPMusic 2 місяці тому +1

    You're the best dude.

  • @darthnixilis304
    @darthnixilis304 2 місяці тому

    Eternal (the digital magic clone, which is better in my opinion) has only one phase that you can declare your attack during it. Instead of having a Pre-Combat and Aftermath phases. It's all one phase.

    • @ShardTCG
      @ShardTCG  2 місяці тому +1

      I'm seeing more of this these days. I never really saw the need for an aftermath phase. But I understand if some TCGs prefer a defined Combat Phase.

  • @kagemushashien8394
    @kagemushashien8394 2 місяці тому +1

    I'm, feeling unhappy with my combat.
    I'm sad, I want it to be fun, in depth, simulate real life.
    But it cannot be complex less people would not be bothered to think.
    Nor simple less they get bored over the years.
    I want both players go back and forward, not steam roll the other because the game said to the defender "You cannot defend, less the game won't be intrestesting to act."
    I want it to simulate how wars are fought, all the variables and nuances to give a real adventure, a real experience, toils they would say we're worth it every step of the way (narrative wise no one does, like I said, it is a simulation, something to replace REAL conflict within the world without casualties and loss)
    I'll meet you in Discord when I find the time and energy to look at the chaos I have made. It will be today, or tomorrow, etc.
    I could make different formats for it, different levels of complexity no? But everything on the card has to work towards it, and it is hard to make everything fit and reasonable to be there. SPD, ATK, DEF, LIFE, all 4 are used for combat, first conduct how fast they are during combat, picture them moving around the battlefield or setting up position, who will strike the first blow first before the other, then there is their ATK choice, much like Pokemon, then see of the opponent's DEF on how much ATK points are deducted, and any ATK points left goes straight to the LIFE, and if that reaches zero, it is discarded.
    I'm battling against both people who don't want to think and wants it to be dumber down to Apples and Apples, with people who want a challenge and tactical depth, "Do you want this or that make up your mind already!" I say, but no answer, can't please them all less the game is all like a standard 52 card deck, which is the goal, you can simulate any game with my cards, my game will stretch far and wider than any other TCG, the selling point is as deep as D&D in the sea of contrived gameplay set at one, mine will be turning it up past 11, to 12. If you can pick up a deck and have enough cognition you can play the game

  • @Realms_TCG
    @Realms_TCG 2 місяці тому +1

    first view!!!!
    any tips for my first yt vit?

    • @ShardTCG
      @ShardTCG  2 місяці тому +2

      Tell people your objectives and then introduce yourself. People will invest in you once they know your project.
      Also, don't overthink your first video. Just make it informative and show your love for your project.

    • @Realms_TCG
      @Realms_TCG 2 місяці тому +1

      @@ShardTCG thanks a lot