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Elemenvi

Posted October 2, 2024 by Xhin



There are 8 Replies


Basic Stuff

  • 2D movable screens game. Infinite procgen world using wilds or something.

  • 2 player competitive or potentially more. Turn-based.

  • The gameplay is kind of a weird TCG type of thing. Movement and all actions are dictated by the cards in your hand, which can also be combined together into various Enchantments that alter gameplay further.

  • October 2, 2024
    Xhin
    Sky's the limit

    Cards

    There are four cards -- fire, water, earth and air.

    You start with 7 random cards drawn from your deck. Your deck is infinite and its order is procgen. You draw a card at the start of your turn.

    Cards are used both as actions that affect the environment and can be used to buy Enchantments -- in the latter case they're added to your Enchantments hand (starts at 3 max) which can be played on your turn or held onto.

    October 2, 2024
    Xhin
    Sky's the limit

    Card Environment Uses

    Cards must have a target selected. This can be you, the other player(s) or some environment entity.

    Air

  • 1 air on self -- allows you to move a maximum of 5 tiles. You can't move onto solids. You can move off them though, or from solid to another solid.

    Another note: you can't move too far away from any player -- this works by finding a centerpoint from averaging together the extreme player coords and then there's a maximum polar D from there that you can traverse. D can also be a player's actual D -- whichever is bigger. Other tiles are still visible, just grayed out and you can't go over there.

    D can be improved or worsened with enchantments.

  • 2 air on self -- allows you to move onto a solid.

  • 3 air on self -- movements slide you forward until you hit a solid or reach some maximum sliding distance (10?). You still get 5 movements.

  • 1 air on water and then player -- deals player 1 water damage.

  • 1 air on solid and then player -- deals player 1 solid damage.

  • N air on fire entity and then player -- delays player N fire damage. (max = 4)

  • 2 air on fire entity -- deals 2 fire damage at range (max = 10)

    Fire

  • N fire on player -- deals player N fire damage. Maxes at N=4.

  • 1 fire on water tile -- erases water tile.

  • 2 fire on water tile -- erases water tile and connected water within that range up to the max (maybe 5).

  • 3 fire on water tile -- expands out from that water tile, erasing water tiles attached to it, up to the max (maybe 30).

  • 2/3 fire on solid -- works similarly to the above.

  • 2 fire on floor tile -- creates fire entity.

  • 2 fire on fire entity -- clones fire entity and clones all connected fire entities, up to a maximum of 4 new fire entities created.

    Earth

  • 1 earth on self -- creates an earth tile at your location and puts you on top of it.

  • 1 earth on water -- removes water.

  • 1 earth on floor -- creates solid.

  • 1 earth on solid -- pushes solid up to solid push range (10) away from you, gets stopped by other solids.

  • 2 earth on solid -- allows you to push solids in the way as well.

  • 3 earth on solid -- move solid arbitrarily.

  • 4 earth on solid -- move solid and connected earth tiles (up to 30) arbitrarily.

    Water

  • 1 water on self -- puts you on a water tile.

  • 1 water on floor -- creates water tile there.

  • 1 water on solid -- erases solid.

  • 2 water on solid -- erases solid in a line up to 10.

  • 3 water on solid -- erases connected solids up to 30.

  • N water on water tile -- expands connected water outwards based on how many water tiles are connected (max =30) as well as N. N is the expansion of tiles and the C here dictates which tiles try to expand.

  • N water on player on water tile -- deals N water damage.

  • October 2, 2024
    Xhin
    Sky's the limit

    Enchantments

    Enchantments are the game's magic system -- they affect every single mechanic in the game (including their own).

    You don't start out knowing every single enchantment, instead what happens is a game starts with a couple of them, and every time a player makes an enchantment, they pick a new one to unlock, which unlocks for all players.

    Enchantment Requirements

    Enchantments require:

  • 1-(possible card limit=7) of a combination of elements. This is PGCS and changes from game to game.

  • That you be on the terco it specifies you as needing -- the tercos here are simplified and probably modeled after alchemist ones, although maybe not since you can manipulate the environment more easily.

    When an enchantment is made, it goes into your Enchantment hand, which has a max size of 3 (upgradeable with enchantments). You can play an enchantment on any of your turns (including this one) for free at any time.

    Protection and Destruction

    For three different elements, you can add a layer of protection to an enchantment, or deal 1 damage to an enchantment (protection cancels it). Dealing damage to an unprotected enchantment destroys it.

    If you add 3 layers of protection, the enchantment becomes permanent.

    Another thing you can do while placing an enchantment is give it a "Neutral" tag. When it's destroyed, it'll instead become a global enchantment. Obviously the other player could just destroy it from here, but they're benefitting from the effects too.

    Enchantment types

  • Global enchantments affect all players.

  • Personal enchantments only affect your gameplay.

  • Opponent enchantments affect only a specific opponent.

    When you place an enchantment you get to dictate where it goes -- on you, another player, or the global scope. If it's placed on a player or you you can make it neutral which pushes it to the global scope when destroyed. Other players don't know if an enchantment is neutral or not by default.

    Enchantment Limits

    There are no enchantment limits whatsoever other than the amount you can keep in your enchantments hand. You can make as many enchantments as you can, as many times as you want as long as that enchantment is available (some can hide learned enchantments).

  • October 2, 2024
    Xhin
    Sky's the limit

    Enchantment Mechanisms

    There are five types of enchantment mechanisms, which govern how it works:

  • Passive -- this effect is just always present.

  • Mana -- the enchantment can have its effect used as many times as it has Mana. By default it has 1 mana. Mana refills every turn.

  • Elemental -- the enchantment incurs an elemental cost of some kind. This can also be a wildcard.

  • Environmental -- the enchantment eats some type of connected tile some amount around you in order to be used (can be: solid, water or fire).

  • Vampiric -- in order to get the effect, you must lose some of your health. This will never be attached to a health gain effect or a direct damage effect. At least not directly -- enchantments that switch targets around can create infinite combinations that make it possible to win the game on your turn. These enchantments are pretty rare though.

  • October 2, 2024
    Xhin
    Sky's the limit

    Game Goal

    Each player starts with 30 health. The goal is to get every other player to 0 health. If you have 0 health you can't do anything as you're dead.

    October 2, 2024
    Xhin
    Sky's the limit

    Enchantment Generation

    Enchantments are completely random and procedurally generated from their list of available traits and whatever constraints there are. Some might have additional constraints (like some will always be passive or weak elemental ones might require less elements to work).

    October 2, 2024
    Xhin
    Sky's the limit

    Defense

    Cards can also be played into the Defense pile, where they'll counteract that many of that element of attack. The starting limit is 4 of each element.

    Cards played in this way can't be pulled out of the defense pile later (except via enchantments that allow this of course).

    October 2, 2024
    Xhin
    Sky's the limit

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