Why Am I Putting Money In CardWars? - Devlog

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  • čas přidán 31. 05. 2024
  • Devlog 03
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    Script edited by Quinn A.
    #BigHoles #episode2 #adventuretime #cardwars #adventuretimefanart #jakethedog #finnthehuman #devlog #gamedev #gamedeveloper #cartoonnetwork #tabletop #adventure #time #whatif
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Komentáře • 1,1K

  • @deply3363
    @deply3363 Před 24 dny +3954

    Please make the board bigger, the fun of the game in the show was how open and creative you can be with your characters and the small board makes it too crowded.

  • @atleyf3500
    @atleyf3500 Před 24 dny +3063

    "The ecconomy wasn't balanced because the one with the most money could just stack it in their favor giving them even more money". Points for accuracy I guess.

    • @jethrotullz
      @jethrotullz Před 24 dny +170

      This world of ours huh

    • @miajajajajajajajajajo
      @miajajajajajajajajajo Před 24 dny +210

      So capitalism basically

    • @Wolfbroa
      @Wolfbroa Před 24 dny +14

      People just continue proving to me they have zero clue what economics actually is

    • @BootyRealDreamMurMurs
      @BootyRealDreamMurMurs Před 24 dny

      Actually it should be balanced in a way that both players start with the same capital no matter the deck combination or something.
      Then the players can compete fairly in economy by using their own skill to strategically play the economy which the way how one does depends according to the decks they have.

    • @tenma8797
      @tenma8797 Před 24 dny +13

      Hmm this sounds familiar.

  • @justintime4041
    @justintime4041 Před 24 dny +820

    The goal: Make sense of nonsense and rules for chaos
    The progress: SHOCKINGLY steady
    Keep it up you card wizard you

    • @kelpygerber
      @kelpygerber Před 24 dny +16

      perfectly sums up this compilation of logs

    • @zephshoir
      @zephshoir Před 23 dny +4

      I am honestly amazed that we are getting weekly videos and progress

    • @Robyamdam
      @Robyamdam Před 23 dny +6

      most game developers: I am going to make a simple platformer game, with little features to avoid scope creep (2 devlogs later) I'VE ADDED TOO MUCH STUFF AND EVERYTHING IS BROKEN

  • @Black_golem
    @Black_golem Před 24 dny +915

    😊Economy seems pretty rare in the original game, so instead of just having buildings magically, make money, you would have to have a worker card with its associating building, which means a librarian would need a library and they could not use a barn. You would need the farmer for that.

    • @wyrmhole_0496
      @wyrmhole_0496 Před 24 dny +159

      Completely agreed, and that links to certain buildings ‘producing’ money when it would make no sense like a wall as shown.

    • @podtalks6357
      @podtalks6357 Před 24 dny +10

      Yea this would be so cool!

    • @aaromalvarez2372
      @aaromalvarez2372 Před 24 dny +20

      Sure but relegating such a complex mechanic to certain buildings would make those building just plain better due to how strong the economy seems to be( its basically a second win condition) so making it more universal and having a few specialist that interact with is prob the best call call

    • @MsPoiko
      @MsPoiko Před 24 dny +28

      @@aaromalvarez2372 It would limit both the structure and worker no?? making them a easy target to attack without having much means to defend themselves, could make so that a worker couldn't use their attack modifier when attacked or structures destroyed will have both themselves and creature attach to it destroyed (something similar to what happen in the show when the cave of solitude is destroyed it took the pig out too)

    • @JunkSync
      @JunkSync Před 24 dny +9

      @@aaromalvarez2372 or also just make those specific buildings worse, either by having pretty weak effects, or straight up just having some kind of negative side effect or restriction

  • @andreii2
    @andreii2 Před 24 dny +1149

    card wars canonically accurate would be INSANE to play as an AR game

    • @trulyinfamous
      @trulyinfamous Před 24 dny +177

      That might be one of the first legitimately good uses of AR and it would be dope af.

    • @justghosted
      @justghosted Před 24 dny +68

      ​@trulyinfamous especially since you could make your own physcial cards and code that to the AR game

    • @Shy--Tsunami
      @Shy--Tsunami Před 24 dny +12

      All games in media will be so evolved when AR gets to this point.

    • @Shy--Tsunami
      @Shy--Tsunami Před 24 dny +25

      Imagine Beyblades, Yu-Gi-Oh, Bakugon...
      So many of these show owners are SO dumb if they arent doing this.

    • @nullpoint3346
      @nullpoint3346 Před 24 dny +15

      @@Shy--Tsunami _Bakugan_
      _(Sigh)_ At least you didn't type byakugan.

  • @foxlocket5861
    @foxlocket5861 Před 24 dny +694

    Ever since I saw the card wars episode I've always wanted a real version of it, really glad to be a part of this journey

    • @BigHoles
      @BigHoles  Před 24 dny +102

      thanks for your suggestions for prototype cards!

    • @foxlocket5861
      @foxlocket5861 Před 24 dny +14

      @@BigHoles can't wait to suggest some more!

    • @extra_4473
      @extra_4473 Před 23 dny

      Same, I'm so happy that Caleb is doing this.

    • @loslingos1232
      @loslingos1232 Před 22 dny

      Me too

    • @pizzafire6666
      @pizzafire6666 Před 21 dnem

      Infinity Train ♾️🚃♾️🚃
      Is what I want to be made as an actual game with just a endless game with variants of the enemies with a good 20 unique ones for bosses, and like 60 regular color changing enemies for diversity, it wouldn't be that hard either except the items part but I can see a AI being able to do this and keep adding items and stuff to it

  • @zephshoir
    @zephshoir Před 24 dny +406

    I live for weird card game mechanics

  • @days1182
    @days1182 Před 24 dny +256

    Not missing one, i love this series

  • @thomasdye7503
    @thomasdye7503 Před 24 dny +272

    So with the Economy I would interpret it more as keywords/effect interactions. The episodes we see it played these mechanics don't really come up meaning the base game doesn't revolve around them. The interpretation I got was Jake over explaining things. Like if I described MTG I could say it has "Summoning, Spellslinging, Flying Monsters, Extra turns, graveyard control". Summoning creatures and casting spells are core to the game, the rest of things that exist and can even have decks built around them, but are not fundamental
    You could make cards generate income and mechanics around that income. Stuff like a blind auction would have the card allow both players to generate income, but something like with the grid could just be Jake "paying" Archer Dan for a buff or effect, the grid just being a representation of how much is spent, like the middle value being 5 instead of putting 5 tokens on the board

    • @Gobbledi_Gook
      @Gobbledi_Gook Před 24 dny +46

      Heavily agree with this interpretation. In the pursuit of being faithful to one line in the show and one animation of a coin sliding across a board, it will result in a game that plays very differently from how it is generally played in the show

    • @Jomads
      @Jomads Před 24 dny +17

      my interpretation as well, card wars seems like a game full of unique gimmicks, that help make every deck and battle a unique chaotic experience

    • @MsPoiko
      @MsPoiko Před 24 dny +1

      Like you said with MTG u can totally play this version of card wars like the OG episode, but if u want to go deeper in it i think this new mechanic is so much better and interesting
      and i don't think it would be in the best interest to turn this mechanic into a generic stat boost or rather a mana pool to tap into a card ability

    • @thomasdye7503
      @thomasdye7503 Před 24 dny +8

      @@MsPoiko it doesn't have to be a generic stat boost, just an optional resource, but what we use that resource for sky is the limit. No matter what with this project liberties will be taken, I personally just fear making the economy a main mechanic will make balancing a lot harder since it will always fundamentally have to be kept in mind and means a lot of the cards must feature it or else it has no point besides being just a keyword. For what card wars is I would hate to have games win or lose solely based on who had the better economy.

    • @MsPoiko
      @MsPoiko Před 24 dny +2

      ​@@thomasdye7503 i see your point on making it just as important as a normal keyword, which wouldn't necessarily mean you have to have it in every game
      the way it is right now does raise a few problems, like
      What if my deck doesn't play any type of resource gathering card? does my opponent just can take my cards for free?
      What if my faction isn't resource center? will that make the auctions always in favors of the ones with more resource?
      they are valid concerns, i do think he will be seeing them since he said it isn't a finished mechanic, there are a few fixes for this out of the top of my head, like making it difficult or unique to gather resources, having it to be a strategy rather than a simple action, one that can be punished
      Or rather make the actions can be only wager in certain turns so it won't happen that often when you don't have stuff
      It certainly a interesting concept, i just comment before because i would hate to just turn into a generic type of mechanic, but thinking now yoinking an opponent card is pretty strong, so it needs to have a bit of drawback

  • @tebiggins
    @tebiggins Před 24 dny +115

    Globulin is such a sweet, innocent, lobotomized boy.

    • @whisperywind314
      @whisperywind314 Před 24 dny +11

      And clinically insane, but he is a nice fella.

  • @Lex_Araden
    @Lex_Araden Před 24 dny +105

    One warning on the auction mechanic. You seem to imply that auctioning a card from your deck (as opposed to from your opponents deck) is a disadvantage because your deck gets smaller and you will run out of draws sooner.
    This disadvantage is true, but you are not taking into account the fact that a card from your deck is more likely to have good synergies with your stuff on board. Meaning that a card from your deck is more valuable to you than your opponent (although they may bid high to deny you).

    • @jetpeckbr8937
      @jetpeckbr8937 Před 24 dny +17

      But you are still giving an extra card to the opponent, which is very powerful considering you can discard it to get a card that actually has synergy.

    • @Lex_Araden
      @Lex_Araden Před 24 dny

      @@jetpeckbr8937 Ah, true enough. That is a good point.

    • @sampsonhandrich5275
      @sampsonhandrich5275 Před 23 dny +1

      im sorry but you sound like your profile picture

    • @sampsonhandrich5275
      @sampsonhandrich5275 Před 23 dny +2

      actually after reading your full comment thoroughly i agree, but what if it was just a decision? you get to decide who to do it to, and then to balance this there could be cards that benefit from you auctioning your own cards ohhhh shit i might have to join the dc and tell them that one with my own card design

    • @jonaut5705
      @jonaut5705 Před 23 dny +2

      @@sampsonhandrich5275 Maybe if you're at more of an advantage you get to choose, like if you're in the corner on the economy oard you can choose, but if you're just in the spaces next to the corner, it's the other player

  • @DuskoftheTwilight
    @DuskoftheTwilight Před 24 dny +38

    As far as Jake's weird diagonal move on the economy grid goes, perhaps that could be explained by a) A card having an effect to move the tracker, either generally allowing it to be moved diagonally or specifically allowing it to be reset to center, and then b) some cards caring about the position of the tracker on the grid beyond the general use case, perhaps out of frame in that brief clip he had a "Neutral Bank" building that generates extra income if the tracker is in the center.

    • @anthraxcrab3238
      @anthraxcrab3238 Před 24 dny +7

      Or perhaps it’s something relating to his corn faction, I don’t know why, but it feels like that would be the faction that specializes in the economy

  • @craigbainton4173
    @craigbainton4173 Před 24 dny +19

    The simplest answer I would give to the “why not floop all my buildings” question is that, as part of attacking, you can’t defend a flooped building. Meaning you’ve gotta be careful about how much power your building has and if your opponent thinks of it as a threat before you activate it

  • @cobalt_crab3189
    @cobalt_crab3189 Před 24 dny +135

    Once again another great update on the process and love the way the current economy system works

  • @bitcoinzoomer9994
    @bitcoinzoomer9994 Před 24 dny +27

    Idea for research system:
    Make it so that when you research something, you get to add a specific card to your hand without discarding. This could come from your main deck or a separate research deck from which you cannot draw from without researching.

    • @Nautifyyt
      @Nautifyyt Před 24 dny +3

      I like this.

    • @herosmith5662
      @herosmith5662 Před 24 dny +3

      Yeah, a tutor system would probably work pretty well for that.

    • @sneauxday7002
      @sneauxday7002 Před 22 dny +2

      Having a side deck of "research" cards like the extra deck in yugioh would be sick, allowing you to choose what u want to bring and also not requiring you to search, shuffle, or balance the maindeck at all

  • @lincs1881
    @lincs1881 Před 24 dny +139

    I’m currently designing a card game of my own and have a lot of experience in designing them so when I realized this I thought I should speak my mind. I have an interesting idea for the combat in card wars. The way you can understand combat for the game is that your creature attacks in waves. It ping pongs back and fourth increasing by 1 until you reach its attack stat which is the most damage you can do in a wave. An example of this would be say the bald man and pig. Hypothetically if the bald man had 2 attack and the pig had 3 the fight would go. Pig would do 1 damage to the bald man then the bald mad would do 1 damage to the pig then pig attacks for 2 damage and bald man attacks for 2 then pig because its attack is 3 can attack for 3 damage next wave so it dose so but the bald man only has an attack stat of 2 so it only dose 2 damage. I just realized this would be even better than I initially thought because you could have for example a spell that says “if you have a creature that attacks 4 times in 1 combat both creatures in that combat are destroyed.” And that would add the aspect of combat should be something you watch unfold he was wanting to have

    • @tobirivera-garcia1692
      @tobirivera-garcia1692 Před 24 dny +31

      creates a problem with power scaling, going from 9 to 10 atk is way better than from 1 to 2

    • @tobirivera-garcia1692
      @tobirivera-garcia1692 Před 24 dny +8

      maybe only deal damage with top 3 atk values? cuz then as long as original cards atk is greater than or equal to 3, every time you increase atk by 1, you do 3 more total.
      example:
      9 atk card
      first attack does 7, then 8, then 9
      increase base stat to 10 means that it deals 8, 9, then 10
      7+8+9=24
      8+9+10=27, so increase base atk by 1 increases total damage by 3

    • @HimanshuKupalSEC-A
      @HimanshuKupalSEC-A Před 24 dny +8

      A great strat would be the ability to attack your own structure/ creatures to ramp up the attack stat.

    • @c0nfracto
      @c0nfracto Před 24 dny +1

      I love all of these ideas, u guys r geniuses

    • @nyandemonic923
      @nyandemonic923 Před 24 dny +8

      I don't think it's a good idea because, low health high attack creatures would be almos useless (except against 0 damage creatures). Also it means a 3 attack creature can do 6 damage to an structure and made damge exponential because a 4 attack creture would made 10 damage almost double than a 3.

  • @flowerreater
    @flowerreater Před 24 dny +10

    i was genuinely baffled on how you were going to implement the economy into the game in a fun way, and the way you did is genius. it's a fun idea, and simultaneously fixes the lack of cards in players hands. cant wait to play this

  • @Jambguus
    @Jambguus Před 24 dny +31

    Big moment for Crate and Germ Big Holes

    • @BigHoles
      @BigHoles  Před 24 dny +6

      Cable and Gort appreciate your support

  • @jollthebro
    @jollthebro Před 24 dny +15

    You should make the board like, the entire table, would be much much for immersive and would look better overall.

    • @Nautifyyt
      @Nautifyyt Před 24 dny +2

      I was just thinking thiss. It looks so cramped.

  • @Colhgrax
    @Colhgrax Před 24 dny +20

    Here are my thoughts on how to solve the some of the economy problems:
    1 - Structures can only be unflooped when it doesn't have any money on it
    2 - Each turn you can either collect the money on a structure or put more on it
    3 - When a player damages a structure, they get a % of however much money was on it or a % of how much damage they deal.
    This would add a bit of risk/reward to the economy. You can floop then collect money every other turn, which would be a stable income with no risk. Or you can increase the amount of money on a structure for a bigger and faster pay out but you run the risk of your opponent attacking and stealing some. This would also add the ability to try to tempt your opponent into attacking a certain lane in order to get them to leave something else alone.

    • @aribarrera6830
      @aribarrera6830 Před 24 dny +1

      sounds like a great suggestion and it doesn't clash with the current system!

    • @williamgrewar776
      @williamgrewar776 Před 23 dny

      I would not make attacking buildings with a unit take a percentage, instead they will pillage 1 coin from said building for each attack made on it.
      Maybe even a rule that attacking buildings with coin must be pillaged empty before damage to their health can be made by units.

    • @BobMcBobJr
      @BobMcBobJr Před 23 dny

      OOOoooo, like the idea of mixing this concept with my other concept, that of worker cards only triggering under certain condition listed on the card. It makes a difference between buildings and workers.

  • @Doc_oc120
    @Doc_oc120 Před 24 dny +6

    Instead of every building being able to generate money, maybe there are specific "work station" buildings that generate money. Also the money you have could be stored in your buildings, where the battling opponent has a chance to pillage your coins, making it so that combat would have an effect on the economy. Love your work so far im so excited for this!

  • @Be3y4uuK0T
    @Be3y4uuK0T Před 24 dny +28

    I have an idea that everything on the field is like «entities.» Maps of fields, buildings/structures or creatures, even with spells. Just differently limited, everyone has HP, so when there are no «creatures» left, the player loses. And first, he creates the initial arrangement of the cards and the hand according to special rules. For example, arrange 4 field maps, 2 building maps. Take a random 5 cards on your hand. And so ALL cards can be obtained in the hand, even field cards. This is because the fields can be «killed», for example, with spells! I also liked the idea/theory of one user in discord, he suggested that the pig hits -1, and then -2, and the fact that this is the total amount of damage done to a creature per fight. And my addition to this is that for the battle (floop) the creature can strike the maximum, which is indicated on the map. When creatures fight, each takes 1 damage in turn until one of the enemies dies! It is also necessary to consider where the map is located, as for me the rules are complex and voluminous, because most of the properties of the cards are written in the rules themselves, not on the maps! It’s just a description of the map, or a simple property :)
    P.S. I hope the translator translated my thoughts correctly!

  • @jikumoshi9267
    @jikumoshi9267 Před 23 dny +3

    For the neutral zone on the economy board. the bottom left could be the starting point, indicating a brand new game/economy - which is at its most stable. The farther top right, along the neutral zone it goes, the more unstable the economy gets. When it does reach top right, the economy crashes negatively affecting both players. To avoid this both players can take certain actions to stabilize the economy( like discard cards in the way before you established the economy system). I believe this strategically adds another layer to the economy system where players constantly try to one up each other by keeping it in their favor while also trying not to crash it.

  • @brandons1058
    @brandons1058 Před 24 dny +6

    How about the diagonal move to the center is unique only to the 4 square, and must be done when a player purchases a card for 4? Since either player can buy when the economy tracker is on 4 (thus noone is “behind” in the economy and people would likely not want to reset the economy to a blank state willingly), forcing the buyer to reset the economy can stop people from taking advantage of a mutually beneficial moment multiple times and force everything to a state of neutrality. That could maybe balance economy board control and be show accurate! It would also make it so my man Jake isn’t bad he just had no choice!

  • @GimmickBox39
    @GimmickBox39 Před 24 dny +7

    I think the green grid was just the player "speculating" which plot of land would grow more crops. Crops were the first stocks.

  • @DietBlobo
    @DietBlobo Před 24 dny +5

    A thought on die based combat. You could try to roll a number of dice equal to it's power, but the damage done is equal to the number of dice that show a four or higher.

  • @cothrone3651
    @cothrone3651 Před 24 dny +4

    For combat, you should try a simple back and forth combat system. Heres how i’d think it would go.
    The person who declares the attack goes first, they are able to attack one creature on the same land as them (or adjacent lands if they are a “ranged unite”)
    The battle will continue until all creatures attack, or if this is too volatile; then you can place a limit on how many attacks you can make per turn (3 or so)
    We can use a 6 or more sided die to keep track of the creatures health.
    To spice up the combat, we can introduce cards with “battle floops”, which are floop effects that can only be activated during the battle phase. These effects can range from:
    - doing a stronger attack at the cost of being unable to attack for a turn
    - doing a weaker attack but applying a debuff, like making the enemy creature unable to move
    - an explosive creature, who floops to destroy itself to do heavy damage
    - a creature who sacrifices its attack to boost the damage or heal an ally creature
    i hope this comment finds you well. Goodluck on your endeavors.

    • @ballendorf
      @ballendorf Před 23 dny +1

      Absolutely seconded, a back and forth system feels like the way for high-damage, low-health cards to be good.

  • @Silver-Rexy
    @Silver-Rexy Před 24 dny +5

    My heart rate increases every time Globulin gets sent to the General Systems Bus 😔

  • @DragonShinobi
    @DragonShinobi Před 24 dny +4

    Another idea is to have an "Auction Deck" make it white or something that wouldn't represent the players, and every 3 turns there is an auction for a card. Also having deck archetypes like yugioh would help a lot for having variety since there are different lands and buildings like in the show. Jake has a farm land and Finn has a plains land. For the economy systems, I think there might be a need for spending currency to be able to upgrade units. i.e. certain building with X amount of currency counters generate more money per floop, and worker/other units gain more HP/damage or can floop more than once per turn. That way there can be dedicated MILITARY units that might have less starting hp/dmg but can be upgraded for more defensive/offensive options.

  • @victor_e_dafeet8218
    @victor_e_dafeet8218 Před 23 dny +3

    I LOVE what you did with the economy aspect of the game, it does exactly what you wanted of being seamlessly integrated into the other aspects of the gameplay. I definitely think you are going in the right direction with it.

  • @saladpatchkid4478
    @saladpatchkid4478 Před 24 dny +10

    Card idea- Magic Gambler- when the economy favors you gain damage (scales with favor)
    Maybe the economy board only favors you when you win the auction or with special cards. And the economy board only has an impact on certain cards. This way you can build a deck based on the economy

  • @kaceisahuman
    @kaceisahuman Před 24 dny +14

    Dude you are pumping out these like crazy. Keep up the good work man!

  • @pining_tree6788
    @pining_tree6788 Před 24 dny +4

    I feel like the monetary system could be how we’re able to have ‘hidden cards’ too, paying so that instead of playing it immediately you can hide it on the board. And if we aren’t going for a system where say the land values can’t exceed a certain amount, then maybe that’s the amount you’d have to pay to place a ‘trap’ card

  • @joaquimbento692
    @joaquimbento692 Před 24 dny +11

    In Darkest Dungeon, each character has a SPD stat. Turns are decided by rolling a D6 once for each character, then adding their respective SPD number to the result of each roll. Then the turn order is played following highest>lowest number. The damage here could be decided in a similar way, roll a die, and then add the attack score of the card, this way creatures with higher attack scores still have an advantage, but there's still an RNG element to it.

    • @mikaeus468
      @mikaeus468 Před 24 dny

      Maybe it's even able to be adjusted in the rules, like instead of being D6+SPD, it could be "D6-3+SPD (minimum 1)" if that would increase show-accuracy.

  • @user-pk8cj1qh2e
    @user-pk8cj1qh2e Před 17 dny +2

    In the show scene, the corn worker on the board is killed in the scene directly before the other worker moves to replace it as the VO mentions worker placement. Maybe investigate?

  • @Baseballman1224
    @Baseballman1224 Před 24 dny +11

    This man has gone from 500 subs to almost 100k in two months. That is ABSURD. Goes to show that what you’re doing is fucking dope

  • @raccoonwithnoquestion6548

    could make it so that only Economy/worker buildings generate money so lets say like a market would produce money but the spirit tower wouldn't

  • @LonelyGamer4
    @LonelyGamer4 Před 24 dny +3

    Might want to put CardWars in the title so the video does better in the algorithm

  • @darkanayer5867
    @darkanayer5867 Před 23 dny +1

    Alt wincons are my favorite part of any type of pvp boardgame, cards or not. Got reminded about it when you talked about the way economy changed the metagame.
    I really want an specific way to win through the economy instead of just a way to improve the basic wincons of "hit face". Tho, personally, I don't think it should be a basic thing in the economy that everyone can access, but maybe something that has to be achieved through deckbuilding? Something you really gotta commit to or that can be disrupted.
    [[Galifrey Stands]] is my favorite mtg card from the last year specifically because it is a deckbuilding challenge, more than other alt wincon enchantments ([[mechanized production]] and [[Simic Ascendancy]] for example, they are either fully automatic or too easy).
    Maybe something that requires an obscene amount of money so you really need to focus on production, in a way that tends to leave you way open to attack? Or something really telegraphed that falls easily to people that know what you are doing or have "removal". Doesn't even need to be good, I'm fine with a meme card that isn't good at all.
    I just think it is something that could be pretty cool, and a decent design space (once the game is finished tho). Besides, at least one tribe gotta be entirely based on economy manipulation and using money as an extra resource for abilities and spells, might as well make a card for it (Maybe if Treasure wins the poll in June?)

  • @sebbes333
    @sebbes333 Před 23 dny +1

    *@BigHoles*
    3:00 -ish. There is another dice game called: *"Dead of Winter: A Crossroads Game"* (try it) where at the start of your turn, pre-roll your dice, then you assign the dice values to different action & such on your turn, in that way the outcome of the dice ROLL itself is no surprise & it allows you some ability to "navigate around" a bad set of rolls. It's a really good game mechanic.

  • @lofi7645
    @lofi7645 Před 24 dny +3

    following these developments closer than any else rn

  • @solardxgamer1692
    @solardxgamer1692 Před 24 dny +4

    loving the vids, have you ever thought that if this gets big enough that you can ask one of the people who made the card wars episodes questions about the game?

  • @funimonki
    @funimonki Před 23 dny +1

    I have 3 ideas of reasons not to floop for money every turn
    1 - passive building abilities that don’t work when flooped/x no of turns after flooping
    2 - abilities that require activation to use with comparable power to flooping for money
    3 - blue shell style punishments for having too much money or gaining too much money in a certain amount of time

  • @dragon101woof8
    @dragon101woof8 Před 24 dny +2

    For the economy it might be interesting to make it so certain buildings or creatures get a unique bonus effect similar to the wizard studying. It could also maybe relate to a unique resource (such as amount of corn) each faction has to manage.

  • @hoolieburton8712
    @hoolieburton8712 Před 24 dny +4

    We need an episode about the different elements/factions/types!!

  • @trexvsgodzilla5789
    @trexvsgodzilla5789 Před 24 dny +3

    WOOOOOOOO I love this series

  • @thebatinthehat1984
    @thebatinthehat1984 Před 23 dny +1

    Love the economic system, here are some thoughts on what you could use it for. What about adding a competitive element to blind auctioning? When you auction Draw and show cards from both player decks and allow opponents to bid on each other cards? No draws exist in this instance, you either get your card, your opponent does, or no one gets the card (you don't have to bid). This in addition to using the money produced as a way to purchase (draw) cards would be an interesting system. They would kind of complement and round each other out. Using one money to draw cards would allow you to better manage your economy (and control the chaos on the board) and as the game progressed you would be incentivized to build on your economy while saving money in the hopes that you outbid your opponent during a bid, when one of their more powerful cards are drawn. Not only would this give you free information on your top-deck which is super important in card games, and does the same for your opponent it could also just be an addition that adds this crazy additional and simple mechanic.
    P.P.S: How would you feel about finding a way to maybe move the money from a visual standpoint off of the board, maybe give each player a wallet where they can check on their own money. Again this could potentially help to minimize board chaos and leave all of the chaos and crazy board stuff to the units and buildings. Really enjoying your videos.

  • @agarnes100
    @agarnes100 Před 24 dny +1

    I have what I believe to be an excellent idea for how to make Range work.
    A creature with Range 1 can attack other creatures in its lane but is NOT considered battling if it is controlled by the player initiating the attack, therefore not taking the damage Associated with the battle. Additional points of Range allow attacking into other lanes, as we see archer Dan attack all 4 lanes. Range 2 would allow attacking an adjacent lane, Range 3 would allow 2 over, and a maximum of Range 4 would allow attacking from the leftmost lane to the rightmost lane. Archer Dan could specifically have Range 3, for instance, and one of the cornfield buffs could be what allows him to make multiple attacks at the same time.

  • @adamproductions3247
    @adamproductions3247 Před 24 dny +5

    something of note i have red green colorblindness so I don't know for sure if this is normal but the numbers are not visible to me and I could only see them when the shadow was above them is there a way to make it colorblind friendly?

  • @drint9934
    @drint9934 Před 24 dny +3

    Another good video keep up the awesome work

  • @PizzaMineKing
    @PizzaMineKing Před 23 dny +1

    I think the "just floop everything"- thing could be resolved by giving all things that could be used for economy alternative, maybe lasting floop options, e.g. the cave of solitude protects a creature until destroyed or de-flooped at will, but can't be flooped for economy while protecting. Other special abilities could keep the card flooped for x turns.
    I think the structures we see in the first card wars episode of the show could work like this:
    Cave of solitude - as described, the creature inside can not be affected by anything but is destroyed if the cave is destroyed.
    The mind control tower can take control over creatures as long as it stays flooped and not be flooped for economy while controlling something, maybe this can't be ended willingly? Alternatively, it can stay flooped for X turns to charge up how many creatures it csn take over or how many attack- or defebse points worth of creatures.
    The school might let you pick a card out of the top x cards on your deck where x is how long it has been flooped with a worker in it, but put this ability on some cooldown...

  • @WallyPops
    @WallyPops Před 24 dny +2

    Idea for the damage system in the game. Cards could have 2 differing damage options, one based on a ‘raw’ attack and one based on the actual card description. You could think about this kind of like how in Pokémon, Pokémon can run out of pp and use struggle (except this ‘raw’ strength could differ based on card and be used whenever) Potential even throw in a critical hit in this type of attack so you’d have more of a emphasis to use it and a little bit of luck to make for some exciting plays in desperate moments.

  • @sluggknight7130
    @sluggknight7130 Před 24 dny +16

    11:11 I have an Idea for the work replacement. When a card with the worker trait replaces another (with the worker trait), the player can choose one of two options: the replaced worker loses its trait and the one who replaced instantly generates 1 money, Or destroy the replaced creature and generate 2 money.
    this could allow for some creative plays like using a spell to see what the oponent's top card is, then deciding that to bet for it is worth it so you sacrifice a worket to get that card. Some decks could even center around this very Idea, to have a very strong economy to constantly disrupt their enemy by taking essential cards from their sinergy

  • @saladpatchkid4478
    @saladpatchkid4478 Před 24 dny +3

    Honey wake up new card wars devlog dropped

  • @shawno8253
    @shawno8253 Před 24 dny +2

    I cant wait for the public playtest! Also make sure to take care of yourself during the process!

  • @anthraxcrab3238
    @anthraxcrab3238 Před 24 dny +2

    You should do some kind of faction overview video, where you would very least try to nail down the types of different deck archetypes you want to develop. The magic the gathering and Yu-Gi-Oh system of different colors and monster types adds so much depth to general gameplay. I’d suggest you start thinking about it now, then, once you have a few more mechanics hammered out, and the community is finished their voting for new land types you can make the vid.

  • @Xahnel
    @Xahnel Před 24 dny +7

    Worker placement: given you can move creatures onto your opponents land, and given that workers are creatures, i argue that you can use a worker to take over an enemy building, letting you gain the benefits of working it. This gives incentive to not just destroy our opponent's stuff, but occupy it.

  • @skelobones
    @skelobones Před 24 dny +3

    its my BD today! perfect upload timing!

  • @theclocktower3258
    @theclocktower3258 Před 24 dny +1

    In regards to that diagonal grid move it could be that it's not being moved diagonally but is being "reset" or moved to a specific position due to a card effect such as: "move the economy marker to the middle space" or "move the economy marker to any space of your choice"
    Perhaps having more buildings or workers allows you to move it in special ways? Or special buildings/workers/spells/artifacts/etc could maybe have effects like that

  • @fatalfencer
    @fatalfencer Před 23 dny

    Just saying - this is one of my favorite series ever on youtube. It's awesome how you're putting the reality of game design straight out for everyone to see in a fun way.

  • @ESALTEREGO
    @ESALTEREGO Před 23 dny +7

    I play a farmland card I can tap it for one mana so I can play dairy cow because dairy cow is a grazing type and I have greenest grass and play I get five milk counters on her which attracts Raging Bull from my hand. Raging Bull has ten attack but I can sell the five milk counters to the grocery store that I have on my side of the field 15 dairy dollars I then convert 15 dairy dollars to the 30 mana and that lets me play big gun I give my Raging Bull a big gun and now he has 20 attack okay so you and now you might say well on a second you have tollgate cards on your side of the field at any same if and with tollgate cards how could my dairy driver possibly afford to bring the milk counters to the grocery store how you ask the same things because I have a good work ethic card in my hand I play it and dairy driver gets a raise which means he can afford all the toll gates ok the extra dairy dollar is my dairy driver has I invest him and play a cheese factory the cheese factory creates one cheese per turnstile at the top five cards my deck and here we go the black of the read I don't think that cars even legal anymore black brie gets served and I received three colorless cheese Chakra with three colorless cheese chakra I can tap my cheese back three three more times and now I've done a tap somersault with a somersaulting cheese factory I can create triple the cheese output and get nine cheese chakra

  • @sagedamage109
    @sagedamage109 Před 24 dny +4

    I disagree with the players auctioning for cards from other players' decks. It would mean that you'd have to keep track of who's cards you are taking so you can return them at the end of the game (assuming the game is intended to be viable IRL) and that gets really complicated when multiple players have the same card(s) in their deck

    • @anthraxcrab3238
      @anthraxcrab3238 Před 24 dny +1

      That makes sense, but I think this is only going to be a tabletop simulator game

    • @aizer5877
      @aizer5877 Před 24 dny +1

      Even if we assume this will be played on physical I think just having card sleeves of different color or traking that down on paper should make it a non problem. (Or signing your card if you wanna do that for some reason)

    • @sagedamage109
      @sagedamage109 Před 24 dny +1

      ​@anthraxcrab3238 the game in the show is a physical TCG, so if the game were to be as accurate to the show as it can it would be as viable in physical form as possible

    • @sagedamage109
      @sagedamage109 Před 24 dny +1

      ​@@aizer5877the best setup to play the game physically would be to print out the cards, put them into transparent sleeves (to show the classic CW design on the back) and then sign the sleeve rather than the card

    • @anthraxcrab3238
      @anthraxcrab3238 Před 23 dny

      @@sagedamage109 well in the show the board is a hologram that can simulate everything

  • @BrainRotEmporium
    @BrainRotEmporium Před 24 dny +2

    It was always a dream of mine to play a real world tabletop version of card wars. Super hyped to see you are realizing this dream, and motivated to continuing this project to completion. Looking forward to the next vid!

  • @JustAGroundhog
    @JustAGroundhog Před 23 dny +1

    13:13 I think that special attacks are supposed to be synergies between buildings and creatures.

  • @phelp5379
    @phelp5379 Před 24 dny +5

    BRO I HOPE THIS CHANNEL DOESNT FALL OFF WE NEED AS MUCH SUPPORT AS POSSIBLE FOR THE GAME 😭😭😭😭

  • @theidiot412
    @theidiot412 Před 24 dny +8

    NEW DEVLOG YAYAYAYAYAYYA!!!!!!

  • @maxwellnovet
    @maxwellnovet Před 23 dny

    Also, when you get to it, the 'A Short Hike' visual filter thing totally lines up with how Card Wars is shown looking in the show.

  • @donti1773
    @donti1773 Před 23 dny +1

    To regulate how much money you can produce you could make it so that only one of the four tiles can be activated to make income (or also designate different types of tiles, wether it is economy tiles, support tiles, defense tiles, tactical tiles, offensive tiles, or you could do that for structures), that way enemy players could choose to focus on eliminating your source of income or attacking other tiles that may be defenseless

  • @discount_doom_slayer117
    @discount_doom_slayer117 Před 24 dny +9

    I am not a fan of Adventure Time. I was never allowed to watch the show as a child. Aside from that, this series is probably the thing i look most forward to each week.

    • @vee-bee-a
      @vee-bee-a Před 24 dny +1

      Care to elaborate as to why you were never allowed to watch the show?

    • @mohammadazad8350
      @mohammadazad8350 Před 23 dny +1

      I too am not a fan of Adventure Time. I find its art style disgusting and I hate all the nonsense in it. Despite all of that, I like watching game devs and I used to play Yu-Gi-Oh! a lot when I was younger.

  • @heathermiller2952
    @heathermiller2952 Před 24 dny +3

    2 views in eight seconds? Yung thugger really fell off now didn’t he?

  • @mangeth9992
    @mangeth9992 Před 24 dny +2

    To solve the work replacement problem, as well as why you wouldn’t just floop your structures every turn, you could have some kind of morale system, where whenever you floop the same structure multiple times consecutively, there’s a chance that the workers (the workers implied to exist within the structures, not the actual cards) go on strike, said chance getting higher every time you floop that structure. Maybe you have to take some action to replace a structures workforce every once in a while as to like, stop them from getting comfortable? Maybe you could have “workforce” cards attached to structures, and a different workforce have different chances of striking under different circumstances.
    EDIT: kind of forgot workers in this whole idea. I’m not quite sure how this system would account for them.

  • @Nyxianmeows
    @Nyxianmeows Před 24 dny +1

    I had an idea that could explain why you floop your structures at the start of the game, and why there would be both a combat and economy. I think a good idea could be that your structures define your specific win conditions, and you choose them before the game starts.
    Essentially, before the game you choose your 4 structure cards in order to define how you will play the game, giving you additional win conditions. So a combat structure could be something like "You win the game if you control all of your opponent's creatures", and an economy structure would be like "You win the game if you end your turn with 15 or more Money". And then you can choose to either give yourself more win conditions or an incredibly powerful ability (ex. looking at your opponent's hand and stealing a card).
    And then you automatically win the game if you destroy all your opponent's structures, which should be pretty difficult.

  • @Littlebignono
    @Littlebignono Před 24 dny +21

    This is a comment

  • @AJukes3132
    @AJukes3132 Před 23 dny +1

    You could make it so that when you floop buildings to generate money, they become 'vulnerable' and take double damage, so that you have to take a risk in order to generate cash. You could even have a "steal" system where if the structure is destroyed, then your opponent gets the money instead of you.

  • @nouglas1989
    @nouglas1989 Před 23 dny +1

    Possibly having only some buildings that can produce money, like how with creatures there is as worker tag, structure cards could have an industry/production tag. This could solve the "why not just use structures every turn to make money problem". An issue with this is what if you don't get a structure card with the production tab. Probably letting workers work on any land regardless of a structure being on it. If the there is a structure you can do the double floop send the 1 money away. If the structure has a production tag, the worker produces 2 money and is sent away. That incentivizes the opponent to really focus on killing lands with both workers and production structures, but also lets them still be useful if one gets killed or you prefer to have workers and productions structures separated. There is probably a flaw with this, but I like the idea that there are structure specific tags that work in tandem with the worker tags(it could do something different that what I suggested tho).

  • @freshchoice1555
    @freshchoice1555 Před 23 dny +1

    Another idea for the economy to make it both more accurate and balanced could be to make the auctions actually blind. (More below)
    E.G each player during an auction secretly chooses how much money to spend and on like a countdown they both reveal, and the winner wins the card and auction.
    This allows it to be both show accurate and force the other players think about how much money the other person wants to spend. Sure the player with more money could just outbid every time, but what if the losing player bids nothing? Or not a lot of money. All of a sudden it’s a lot more balanced because the winner has to be careful with how much they bid and the loser can catch up with clever playing and manipulation
    Of course this won’t help in extreme cases but I think it’ll balance it better

  • @alexreese614
    @alexreese614 Před 23 dny +1

    Man you are pumping these out! Thank you so much for bringing this to life, keep on going!

  • @spencer2113
    @spencer2113 Před 13 dny

    This is a huge project, don’t worry about rushing to the end. These videos are so entertaining and I’m excited to see how the game evolves and changes over time

  • @SirCodeBot
    @SirCodeBot Před 24 dny +1

    In regards to explaining how/why Jake move the economy diagonally downwards you could always make it an option to voluntarily tank your economy. This would obviously give you a disadvantage when it comes to draw, but your cards can have specialized text to gain benefits from having a terrible economy.
    For example:
    If you have X economy when this card is played "sacrifice" (discard) your hand and draw cards equal to the number of "workers" you sacrificed.
    As something to compare it to, it would be like a typical Black Magic Deck mechanic, which is what I imagine Jake would've played.

    • @SirCodeBot
      @SirCodeBot Před 24 dny

      Also, I've loved your work so far, keep it up

  • @lewismcdermott3024
    @lewismcdermott3024 Před 24 dny

    I'm so glad I happened to stumble across this series a few days ago - I am so enthused by your progress and cannot WAIT to play this with my friends some time soon!!! ❤

  • @Emanuelgamer1313_BACKUP

    This is such a treat, I love to be on this journey with you. I have been here since the first Card Wars video and I must say I am impressed with how your CZcamschannel has grown from 40,000 subscribers to almost 100,000 subscribers in the span of a month. Well done man, and keep on doing this!

  • @jpcolborne
    @jpcolborne Před 24 dny

    Idea for money and how to move the coin on the grid:
    Making money without flooping every building every turn: you can only floop one building per turn to generate money, and can only floop one worker. If they are in the same space, you get the money instantly.
    For the grid: if there is a tied auction, then the piece moves to the next space in the diagonal direction if it was in the middle. So the bottom left goes to the middle and then if there is another tie, it goes to the top left.

  • @16-bits87
    @16-bits87 Před 23 dny

    Man, this never gets old, it doesnt matter how much you explore the concept, so far theres no boring parts, i love you approach to make the game, its unique and very fun to watch, so excited to see what new things will be implemented

  • @connordarvall8482
    @connordarvall8482 Před 24 dny

    Finding out that the reaction phase was so powerful reminds me of the classic counter effect vs. counter the counter effect duels that occur in various tabletop games. It also reminds me of my swordfighting days where most of the learning is focused on how to counter your opponent's counter to your counter.

  • @megatron4466
    @megatron4466 Před 24 dny +1

    Words cannot describe how much I love this series

  • @juanpablo4831
    @juanpablo4831 Před 23 dny +1

    I think that the dark green is a up in stocks for your creature since its only shown on the bow corn man. So i think the stock works only between workers where the workers can only use the stocks. And greenish/yellow is a negative sign so they lose money/stocks. Maybe the money can be used to buy things for your creature or buildings but the entity itself with the money is the only thing that can enter act with it. Which means that buildings would positively or negative effect the stocks each building acts as a own little stock building. When it’s damaged it loses value. But also other buildings would have to compete against the enemys stocks just like the real world.

  • @xJoeyFlowx
    @xJoeyFlowx Před 18 dny +1

    Clash Royale (Supercell mobile game) I always believed has some conceptual sumilarities to Card Wars, with having troops, spells, and structures that can all interact with another in simulated battles and scenarios.
    This has probably been mentioned before, but I thought it was a good comparison that maybe can give some inspiration to this Card Wars game I reeeeaaaally hope to be able to play in the near future.

  • @user-lb4vk1xx8r
    @user-lb4vk1xx8r Před 23 dny

    It's actually wild that I can watch the show now and understand how the game's mechanics (might) fit together, whereas before the impossible overcomplexity was the whole joke. I can't believe this is going so well. You're a genius

  • @user-mo2in8tt4d
    @user-mo2in8tt4d Před 24 dny +1

    i love how we can see him desend into madness with every video

  • @juandiegoargandona4160

    The shape this is taking so damn quickly is admirable. Props to you man!

  • @Yolo-sq7uk
    @Yolo-sq7uk Před 13 dny +1

    I believe that your lanes or terrine are determined by the cards you play at the beginning such as structure cards. It’s would allow more flexibility in how you set up your board and is show in the beginning when jake has cards and lanes but Finns board is blank.

  • @Cinos2170
    @Cinos2170 Před 24 dny +1

    Hypothetically speaking, you could do alternate game rules. One with a sort of mama system and then the traditional rules without. Most card games do use house rules and it would be an interesting and chaotic option. Additionally, mana can be used to floop/activate cards (Say, 1 points to activate/floop, 2 points to draw, and 1 point to place maybe). Then have a limit of say 10 points at the start of a turn and either recover full mana or have 2 or so points recovered at the start of every subsequent. This would eliminate the incentivization t9 simply dump your full hand on a single turn. This could also play into the economy factor where you can use coins to buy mana in order to have use for coins outside of auctions or other niche functions. And economy speculation can mean that the more money an opponent has, the more expensive certain actions will become and the less valuable their money is by means of a sort of pseudo inflation. This would make the game a lot more complicated but also better incorporate different aspects into each other a little more smoothly. I know you didn't really like the idea of a mana system but hey, like you said, sometimes a bad idea turns into a good one. Even if you don't experiment with this idea, I hope you appreciated the thought! Love your work!

  • @Dan_Estreicher
    @Dan_Estreicher Před 24 dny

    I absolutely just love this series. I am going to look forward to more, and helping out the channel and stream!

  • @ghostlyturtle5416
    @ghostlyturtle5416 Před 7 dny +1

    I think the auctioning system is great, I'm not fully sure on the other economy systems because I haven't seen them in play, because it allows you to draw but in a more complicated form that could possibly benefit your opponent this helps the games no mana cost system a lot in that it allows you to have more of a card base to play from without the downside of drawing constantly and being able to play whatever you want no restrictions. One thing about it though is that if the game is featuring being able to steal things from other players boards as well as steal from their deck there should be a clear distinction on whose cards are whose, as well as it begs the question of if spells and creatures of any type can be cast by anyone or if things are reliant on lands or types in some ways. I think having opposing types would be a cool idea as well just like you see in the show with the pig effectively countering corn fields having certain types or cards that counter others would be quite cool. Keep up the great work and thanks for reading if you do.

  • @user-ce3ke6zt2s
    @user-ce3ke6zt2s Před 23 dny

    "i know that's now a very satisfying or exciting conclusion to draw, but.. i'm not writing a story." why does that line go so hard for no reason

  • @DJYStarTV
    @DJYStarTV Před 23 dny

    My suggestions:
    -You can floop workers and buildings for money if they are on the correct land, some lands allow for agriculture some for other economic opportunities and some bring no economic benefit
    -One building could be a bank which you can floop to either (put 1 money on the building, double the money on it, or pay 1 money out)
    -For the auction I could imagine that in your turn you can get one money by offering your top deck card to an auction. winning the auction would be like drawing one by paying the price-1

  • @humanitysdownfall3225
    @humanitysdownfall3225 Před 23 dny

    ur making mad progress man. I clicked the very first video not too long ago and wasn’t expecting updates this frequent! Good stuff 👌

  • @anthonycannet1305
    @anthonycannet1305 Před 24 dny +1

    To balance the flooping structures to generate income vs the economy board, what if you could only floop a number of things up to your economy value? So with good economy you can do 3 things but with a bad economy it can only be 1 thing each turn. It prevents the players from just flipping for 4 money every turn and ties your income to the economy

  • @NewtonPlays
    @NewtonPlays Před 23 dny

    Worker placement as a mechanic can also mean to place a pawn/piece/meeple/ whatever - to take a certain action.
    So buildings that have actions as abilities, but require workers to be placed or flooped on them would still meet that requirement.
    Draw card, swap card, opponent redraws one, etc etc.
    Also increases the buildings value and use 🤷🏻‍♀️

  • @ryanmccampbell7
    @ryanmccampbell7 Před 23 dny

    Similar to what some others are saying, but the "worker placement" aspect could be based on matching workers with related structures and/or land types. So for example a worker could ordinarily generate one coin per round, but a worker in a matching land could generate 2, and 3 if it is on a structure related to its work (e.g. farmer/barn). But you can only have one worker per structure.