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Doing the Hindu shuffle
A tour through digital card game design
Overview
System Cards Decks Visuals Tech
System Design
What kind of game?
• Card as central play element
• Cards are
• Token (playing piece)
• Action
• Interface
• Exception-based design
Simple but Deep
• Easy to grasp
• Simple rules for card use
• Minimise non-card actions
• Add complexity through card rules
• Cards interact with one another
Player Actions
• What can players do?
• Play Cards
• Actions caused by cards
• Draw cards, select targets…
• Other actions?
• Attack with creatures, end turn…
Card Effects
• Cause one time effects
• Cause enduring effects
• Remain in play
• Have a position
• Can be a resource
• Can react and change
Resource Development
• Change of resources during play
• Shapes tension
• Affects deck building
• Affects balancing of cards
Time
• Turn-based vs. Realtime
• Consider complexity of board
How much Random?
• Randomness can be an equaliser
• Randomness in cards
• Randomness in decks
Card Design
Card Design
• Figure out your card aspects
• Cost
• Type
• Rules
• Consider the power curve
Core Cards
• Simple basic cards on which to build
• Allow you to play the game
• Help pin down the core power curve
Keywords
• Help with card interactions
• With other cards
• With other playing pieces
• Players, status effects…
• Keywords can help with interaction
Deck Design
Deck Building
• Requires different skills than playing
• Understanding randomness
• Seeing connections between cards
• Research (homework)
• Provides meaningful influence on game
• Opportunity to be creative
Decision Paralysis
• Large Sets make things difficult
• Knowledge of available cards
• Knowledge of the meta game
• Acquiring the appropriate cards
Deck-Size
• Depends on design
• Target play duration
• Desired predictability
• Set Size
• And on complexity of cards
Visual Design
The Board
• Visual metaphor of “table top”
• Everything relevant needs to be visible
• Complexity depends on
• Amount of cards
• Complexity of cards
Cards as Interface
• Cards are action indicators
• Minimise non-card elements
• Make those you have clearly visible
Card Layout
• Strong visual hierarchy
• Important things visible first
• Edges & Corners for overlapping
• The image on the card is important
Simple Visuals
• Make your animations feel physical
• Cards need a lot of artwork
• Find a style that works in volume
Card Text
• Quickly readable
• Easy to be misunderstood
• Use keywords to shorten your text
• Provide way to look up keywords
Technical Design
Card Objects
• Ideally somewhere easily to balance
• But complex card effects & interactions
• Our solution:
• We used scriptableObjects and a lot
of custom editor scripts
• In hindsight would probably do
differently and use either a scripting
language or a FSM system
Command Pattern
• Command Handler
• Cards generate a set of commands
• Based on game state
• Commands are then executed
Thanks! Questions? @mnerurkar

www.noprophet.com

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Digital Card Game Design

  • 1. Doing the Hindu shuffle A tour through digital card game design
  • 2.
  • 3.
  • 6. What kind of game? • Card as central play element • Cards are • Token (playing piece) • Action • Interface • Exception-based design
  • 7. Simple but Deep • Easy to grasp • Simple rules for card use • Minimise non-card actions • Add complexity through card rules • Cards interact with one another
  • 8.
  • 9. Player Actions • What can players do? • Play Cards • Actions caused by cards • Draw cards, select targets… • Other actions? • Attack with creatures, end turn…
  • 10. Card Effects • Cause one time effects • Cause enduring effects • Remain in play • Have a position • Can be a resource • Can react and change
  • 11.
  • 12. Resource Development • Change of resources during play • Shapes tension • Affects deck building • Affects balancing of cards
  • 13. Time • Turn-based vs. Realtime • Consider complexity of board
  • 14.
  • 15. How much Random? • Randomness can be an equaliser • Randomness in cards • Randomness in decks
  • 17. Card Design • Figure out your card aspects • Cost • Type • Rules • Consider the power curve
  • 18. Core Cards • Simple basic cards on which to build • Allow you to play the game • Help pin down the core power curve
  • 19. Keywords • Help with card interactions • With other cards • With other playing pieces • Players, status effects… • Keywords can help with interaction
  • 21. Deck Building • Requires different skills than playing • Understanding randomness • Seeing connections between cards • Research (homework) • Provides meaningful influence on game • Opportunity to be creative
  • 22. Decision Paralysis • Large Sets make things difficult • Knowledge of available cards • Knowledge of the meta game • Acquiring the appropriate cards
  • 23. Deck-Size • Depends on design • Target play duration • Desired predictability • Set Size • And on complexity of cards
  • 25. The Board • Visual metaphor of “table top” • Everything relevant needs to be visible • Complexity depends on • Amount of cards • Complexity of cards
  • 26. Cards as Interface • Cards are action indicators • Minimise non-card elements • Make those you have clearly visible
  • 27. Card Layout • Strong visual hierarchy • Important things visible first • Edges & Corners for overlapping • The image on the card is important
  • 28.
  • 29. Simple Visuals • Make your animations feel physical • Cards need a lot of artwork • Find a style that works in volume
  • 30. Card Text • Quickly readable • Easy to be misunderstood • Use keywords to shorten your text • Provide way to look up keywords
  • 31.
  • 33. Card Objects • Ideally somewhere easily to balance • But complex card effects & interactions • Our solution: • We used scriptableObjects and a lot of custom editor scripts • In hindsight would probably do differently and use either a scripting language or a FSM system
  • 34.
  • 35. Command Pattern • Command Handler • Cards generate a set of commands • Based on game state • Commands are then executed