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  1. Idea: Card Universe

    Note: I have little to no experience in game design or software development and my skill level at coding is rudimentary at best. If you find my idea interesting, I appreciate it. If you'd like to steal it, I'd appreciate that too. Overview Card Universe is a persistent online multiplayer video game that features a mix of 3d Platforming, rouge-like, and Open-World Action RPG elements. The story is that the player is a human from the real world that discovered a magical artifact called a Binder that enables them to send their consciousness into a place called The Universe of Imagination, where humanity's thoughts and feelings create cards which can materialize into tangible objects and forces, with humanity's evil thoughts and feelings becoming dangerous things like monsters and hazards. As an Avatar, the player can gather cards and use them or store them in their Binder for later use, which also serves as their map, method of communication, and information reference. The main goal of the game is to gather cards, level up, and survive. If the Avatar dies, they lose everything and are sent back to the starting point. Cards Like the name of the game suggests, the main purpose of the game is the accumulation and use of cards. All cards are stored in the Hand for immediate use or in the Binder for later use. The Binder has pages that store cards in a 3x3 section on both sides of the page and more pages are added for every 10 levels. Each card has a limited number of uses and once used up must be found again in the game world. Power Cards: Allows the player different actions and abilities. Come in various subcategories. Ability Power Cards: Can be used instantaneously, lose uses for each successful active use. (Ex. swinging a sword, walking on a wall temporarily, launching a fireball) Tactical Power Cards: Creates an independent object that can assist the player or harm them if used improperly. Used when damaged. (Ex. bait to attract monsters, a springboard-like area, a bubble that entraps anything inside it and can be used as a platform) Conditional Power Cards: Used automatically once certain conditions are met. (Example, neutralizing a killing blow, doing a burst of damage if a foe is at low health, exploding if hit by a fire attack) Boon Power Cards: Grant passive effects or bonuses to the player and can change their primary abilities/capabilities but may make the player more or less resistant to certain things. Effects can stack. Used when Avatar is damaged. (Recucing damage [Armor], hovering at a fixed height while in midair, allowing free movement while underwater) Resource Cards: Cards that can be stacked. Used for a wide variety of purposes. Material Resource Cards: Used to craft other cards or to cause events in the game world without using Power Cards. Consumable Resource Cards: Used to restore Meters and/or grant temporary boosts to Avatar. Location Cards: Cards that are gained upon the discovery of a new location. Can be used to fast travel to said location from a different location. Possess information about the corresponding location such as available cards, monsters/NPCs in inhabitation, and miscellaneous information about the nature of the location. Guardian Cards: NPCs that seek to assist the player with their own sets of stats and meters. Always deployed while in hand and using card may activate special abilities. Artifact Cards: Cards that grant beneficial effects in or outside the binder. Curse Cards: Cards that cannot be removed from the hand once acquired but can be destroyed at certain points of interest or by certain cards. Ritual Cards: Cards that cause widespread effects once certain conditions are fulfilled. On the flavor text of certain cards is a list of materials that an Avatar can take to a Point Of Interest in order to craft a copy of that card. However, all but a few materials are non-specified and any material that falls into the category of the non-specified material such as ore, wood, or leather, can be used in its creation. When used to create a card, the traits of the material are added to that card, like increased damage to certain foes, more uses, or an extra elemental attribute. Progression The primary additive factor that determines the effectiveness of most of the player's actions is their level. All damage dealing and damage reducing/stopping cards scale off of the level in some way. Everyone starts at level 1 and more levels are gained through the accumulation of Points. The Avatar has two counts of points, the Lifetime Point Count (LPC) and the Fluid Point Count (FPC). The LPC is the total amount of points the player has gathered throughout their current campaign and passing thresholds in amounts cause the player to Level-Up. The FPC is the current number of points the Avatar has accumulated and can be spent by interacting with NPCs for cards and other services. Points can be accumulated by killing monsters, selling cards, or finding treasures. Leveling up not only increases the overall effectiveness of an Avatar's actions, but it also increases the Avatar's meters and grants Stat Points (STs). The Avatar has three meters, the Hit Meter (HM) which regulates how much damage the Avatar can take and is regenerated by healing cards, the Action Meter (AM) which regulates how long the Avatar can exert itself and is regenerated over time or instantly with certain cards, and the Special Meter (SM) which regulates how many cards can be placed in the hand at a time. Every Level-Up grants the Avatar 10 STs which can be spent in one of five stats which add 1% to their corresponding statistics. Power increases the HM and the damage done by cards. Energy increases the AM and ads to the effectiveness of cards that block damage. Wisdom ads to the SM and ads to the effectiveness of cards that reduce damage. Instinct ads to the effectiveness of cards that bestow harmful effects on foes and increases the effectiveness of cards that boost positive things. Intuition increases the effectiveness of cards that grant beneficial effects to the user and allies and increases the effectiveness of cards that reduce negative things. Attributes Most cards and forces that can be interacted with have at least one elemental attribute. They are as follows: Fire, Water, Earth, Air, Light, and Darkness. All monsters are part of a family or hybrid of families that are vulnerable or resistant to certain attributes. Mammal: Fire x1.5 Water x1.5 Earth x.5 Air x.5 Bird: Earth x1.5 Water x1.5 Air x.5 Fire x.5 Fish: Air x1.5 Earth x1.5 Water x.5 Fire x.5 Reptile: Darkness x1.5 Water x1 5 Fire x.5 Light x.5 Insect: Light x1.5 Earth x1.5 Air x.5 Water x.5 Fluid: Fire x1.5 Earth x1.5 Water x.5 Air x.5 Solid: Air x1.5 Fire x1.5 Earth x.5 Water x.5 Mech: Light x1.5 Air x1 5 Water x.5 Earth x.5 Phantom: Water x1.5 Light x1.5 Darkness x.5 Air x.5 Fairy: Darkness x1.5 Earth x1.5 Light x.5 Air x.5 Demon: Light x1.5 Air x1.5 Darkness x.5 Earth x.5 Plant: Fire x1.5 Darkness x1.5 Light x.5 Earth x.5 All Avatars start with a neutral resistance to all attributes, but using Boon cards can raise or lower resistances. Player Experience At the start of every campaign, the Avatar begins at a Hub Location where they can gather simple low-rarity cards. The player can then use a Portal to warp to a new location. Each Location is randomly generated and contains a host of Points of Interest. At every Point Of Interest, an Avatar can obtain Cards by accomplishing certain tasks or discover a utility which can aid them. The tasks can include puzzles, challenges, or minigames. POIs that give out Cards can't be used again until at least a week of in-game time with one-minute real-time corresponding to one hour in the game. Locations also have a host of monsters which can be killed for Cards and Points, hazards, and treasures that grant points upon collection. Dotted across the Location are items which can also become cards once gathered. Certain terrains and POIs may require Cards to enable the Avatar to complete/traverse. Within each Location are hidden Portals that lead to new Locations. Each Location has a limited number of available cards that only recover once said Cards are used or destroyed. When an Avatar is killed, they lose everything and are sent back to the Hub at Level 1 with the Cards in their hand dropping to be available to anyone and the Cards in their Binder being destroyed. Most Locations contain non-aggression zones populated by NPCs. There are various types of NPCs each type with their own likes and dislikes and depending on their disposition to the Avatar they may trade Cards and Points with them, give them information about the Location, or offer a service such as healing, quests, or mini-games. When interacting with other Avatars, the Avatars may assist one-another, trade Cards, share information, or battle to the death. Each Location has at least one powerful Boss Monster that drops many rare cards and plentiful Points upon defeat. Some Boss Monsters stay in a fixed point, others may migrate throughout the Location, and others appear under certain conditions or times. All monsters in a Location respawn after one week of in-game time. There are ways to inflict Critical Hits (double damage) a foe while in combat, such as attacking their weak point (ex. head), their blind spot (ex. back) or while they are unaware of the Avatar's presence. Controls Space: Jump/aerial action/climb WASD: Movement Q: Run E: Interact F: Crouch Mouse: Camera Shift: Lock-on/camera hold, focus Esc.: Binder 1-0: Hand Mouse 1: Hand 1 Mouse 2: Hand 2 Can be adjusted for controllers.