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CPSC 4160/6160: Milestone 1 Presentation�

Logan Swoyer & Owen Mehle

CPSC 4160

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Game description

Name title:

Bard of Cards

Genre:

Card game - roguelike

The player plays through a unique run where they use cards in order to defeat enemies. Throughout the run they are able to upgrade and obtain new cards

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Game description

Game Objectives:

The player has to use their cards in order to progress to the final boss

The player is incentivised to upgrade their cards to make themselves as strong as possible

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Game references

Other games: Hearthstone, Legends of runeterra

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Game information

Skill rating: 10+ year olds.

You do not need to have previous online card game/roguelike experience. Mechanics are not hard, you have unlimited time to make decisions.

Players are able to grow and evolve their decks into whatever they like

Audience: Anyone who enjoys card games or is interested games/roguelikes

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Entities – Hand/Health

  1. Main Character
    1. Cards
    2. Health
    3. Upgrades

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Entities - Enemies

  1. Enemy
    1. Health
    2. Attack
    3. Scales with current floor
  2. Bosses
    • Health
    • Attack
    • Gimmicks(special powers)

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Entities - Upgrader

Augment selector

Augments are permanent upgrades to the game/random augments every games

Upgrade selector

Upgrades are permanent effects applied to cards to make them stronger

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Game mechanics

  • Turns: The player is given a turn where they can play three cards in order to work their way at defeating the enemy
    • Attack: Some cards the player will play will be attacking cards. These cards are used to bring down the enemies health in order to defeat them.
    • Defense: Some cards will help the player keep their life in order to not be defeated.
    • Utilities: Other cards may not directly attack or defend but still provide useful utility in winning the game.

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Game mechanics

  • Augments: Augments are chosen at the start of the game to permanently affect your game. Augment options can include effects like max health increase, overall damage increase, and drawing more cards a turn.

  • Upgrades: Upgrades occur after every enemy is defeated, with the normal enemies giving upgrades to cards of your choice, and defeating a boss will give you an entirely new more powerful card.

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Player’s mechanics

The mechanics of our game involve

  • Drag and drop
    • Choosing cards that give attack/defense/ utility
  • Selecting
    • Choosing augments/upgrades
    • End turn

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Modules

  1. Cards
    1. Drag and drop:
      1. Player will be able to click to select a card to drag
      2. Player will be able to click again to deselect the card
    2. Each unique card will have its own child class inherited from the baseCard class that will control what the card does. (i.e. The attack card will deal damage when played)
    3. Each card when played will send a signal to the game in order to update the game.

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Modules

  1. Intermission Screens
    1. Augment
      1. At the start of the game the player gets to choose an augment that will provide a change to the game.
      2. The augment affect will be kept track of by the game class.
    2. Upgrade
      • The player is able to upgrade cards/get new cards after each battle.
      • This will affect the player class which will then appropriately update the card classes for the cards affected.

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Software architecture

Base game loop that has a game instances class

Game class contains player/enemy/intermission screens and game information (selected augment, current floor)

Player contains health/hand/cards

Enemy contains health/attack

Cards contain logic for how to update the game when played

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Timeline

  1. How are you planning to develop this game?
    • By October 25th have card drag and drop developed
    • By november 1st have basic card interactions between enemies
    • By november 10th have the cards developed
    • By november 15th augments and upgrades should be added
    • Before deadline add all enemies and floors