Game Dev Diary: Scrolls, Runes, and Dice

We’ve been banging away at our keyboards for the past few weeks to improve our game design and implement a few new features. We focused on reducing complexity without compromising depth, and moving closer to completing the core game mechanics.

Here are some highlights:

  • Streamlined the Rune card mechanics
  • Simplified the Scroll card mechanics
  • Improved the dice design for better depth of play

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The Deck Building Mechanic

Today I’m writing about the deck building mechanic of Witches & Warlocks. If you’re already familiar with the core concept of a deck building game you can skip the next section. Everyone else might be thinking,

What The Heck is a Deck Building Mechanic?

In a traditional trading/collectible card game players spend time building a deck of cards before playing the game. So, each player starts the game with radically different, pre-built decks of cards. However, in a “deck building game” all players typically start a game with a small number of identical cards. During the game players improve their decks by acquiring various new, more powerful cards, and possibly removing old cards. This mechanic was first popularized by Dominion, an award winning table-top card game that relied heavily on the mechanic.

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Procedurally Generated Cards in Witches and Warlocks

Last year I posted a quick synopsis of Witches & Warlocks, a new digital trading card game that we’re working on. Since then, Chris and I have been working on the core mechanics and multiplayer systems, and today I want to come up for air and talk about one of the most exciting features: procedurally generated cards.

Before I can do that, I need to take a step back and explain a bit about the different kinds of cards used in the game, as well as a few fundamental game concepts that influence the procedural generation.

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