Board Thread:Suggestions and Ideas/@comment-24454571-20141012213528/@comment-24454571-20150126065845

That seems quite interesting Lumage- you seem to have more information about that than I've gathered myself. Part of the reason I haven't delved much further into the concept of coding the game is due to my lack of knowledge on part of how it can work, and therefor I may have to consider some of the compromises that it might suggest I overcome in light of bringing the idea to life. One thing I think would be really neat is the idea of cards being represented in a visual plane. Rather than having an animation of a card turning over, sliding, or rotating, having a series of equations that manipulate the way that a 'plane' is being altered. ...Considering that what I'm making intends only for you to do a certain number of things, though, it could have only a few animations, and in that sense ultimately be very simple.

There could be some advanced options for using Cards in a way of Flipping them, etc, although for this purpose I intend only for cards to be revealed to their users while in their hand, and while they are in play, and that your enemies hand is hidden to you. Previously I questioned the amount of Equipment any given character would be wielding... I'm still somewhat unsure of how I plan on 'flavoring' things like Equipment, because there are various issues to bring up concerning their 'adaptability' to various kinds of cards... For example- a Sprite can't equip a suit of PLATE. A Sprite is basically like a big head with a tiny body- at least, in my imagination it is; if you were to imagine the most nostalgic image of a pixel-art cherub in your mind, that's what I try to think that the Sprite is. Maybe this is because I'm lazy.

I think I may try to work on some more 'cut-out dolls' to use that hopefully leave room for simple functionalities, like equipping simple things that come across as a complete idea. Maybe try to incorperate some design ideas- like, a Platemail essentially always looks the same and fits on the forms of most commonly the Races, Devils, Angels and Humans, although it can fit on things like... maybe Skeletons? Or, you know what- the idea of a Skeleton may just be too many pixels... Perhaps there is some other similar in concept type of creature... Like, a Bone Golem, in essence- but more actually named... Skeleton... In the context of the theme of this game, a Skeleton just means something almost totally different than it does in real life. Maybe even things like Gargoyles could wield it! Those, which are beings made of stone, mind you- not Demons, which are made of flesh, but none-the less deadly looking (and capable of wearing Plate).

I think I may actually add a last race, which Elves- so, Humans, Elves, Sprites, Devils and Angels make up the 5 Races of the world- maybe I should add Dwarves, though- but I'd call them Rooks instead, and they can be, perhaps Monsters made of Mud... I don't even know what I should do- I'm just not sure if there's room to deliminate between Elves, Humans, Sprites & Dwarves- just like, mild differences in their size- or, rather. I may be leaning away from my previous vision of them, to embrace a different kind of aesthetic for this project. Perhaps Elves will be... Similar to Sprites in Size, but of a different Aethstetic. Maybe just rename Humans to Elves? That seems to make sense to me- what's the point of a Human in a world with Devils & Angels?

Maybe I will just make Dwarves Monsters- I'm not trying to be a racist, I'm just claiming that Dwarves are like... some Chaotic Race- wait... Oh gosh, I think I get it now... I'll keep Humans, but make Dwarves & Elves Monsters. That sounds awesome... But, then, am I supposed to make Devils Monsters? Now it definitely seem racist.

Although, Devils were orginally invented more for a specific gameplay reason- I may as well just have a really strange Aethstetic. Demons are already Monsters- kind of the Chaotic variant of the Devil-creature. Devil's are designed to be extraordinarily devious and crafty kinds of Evil creatures. As for character progression, my primary concerns are those of having a convenient enough interface to manage- if you have a character that if leveled up the player needs to choose something for it to do, then it should perhaps be an Action all of its own- the strength of Leveling a character up might be balanced by the Act of Performing it in this regard... I like this change...

Essentially, Level Up is its own action- but this immediately brings up some issue with characters who by nature act Randomly- Monsters. If Leveling up becomes an Action that they can take while their experience Bar is full (20), then there's no assuring that they'll ever actually be able to Level up... and if they do- the player wouldn't be granted a choice as to how they Level up... One solution to this could be that as soon as a Monster can Level Up it Will. Perhaps the standard of 20 Experience for Monsters shouldn't be the norm across the board. Maybe some Weaker characters should have a very fast Leveling Curve so that they can serve some alternative function to the player.

Ahem- I have written quite a nice summary of where the game is at in its development so far, I think... hopefully I'll have more to consider soon as I continue to parse possibilities of the potential outcomes through my head.