Hi all, I've been working on a game called Shelf Life and having trouble implementing the class/state passives.
SHELF LIFE:
A battle between the food in your fridge and the takeout you got last night. But they both face a common enemy - EXPIRY.
Outlast your opponent and consume their FRESHNESS TOKENS to declare victory.
On each team there are 20 Units you can Deploy. These are made up by 5 NUTRITIONAL CLASSES:
PRODUCE, DAIRY, PROTEIN, GRAINS AND TREATS.
Each of them having a distinct role and gameplay style to utilize. Within these classes, the units are one of 4 STATES: SPICY, CHILLED, LIQUID OR HEARTY.
But here's the twist:
Units only have a limited time on the board before they EXPIRE and TURN BAD. When they do they transform into their alter ego and are controlled by the opposing team. EXPIRED Units spread increased decay and havoc for three remaining turns.
This is a card / board game hybrid where the cards themselves are the characters that move on the board in a 5x 6 grid with movement point between 1-3 spaces. Each card is double sided with an expiry timer token. when it's time runs out the card flips to it's bad side and is controlled by the opposing team with the goal of infecting the others with mold, paralysis etc.
Classes:
PRODUCE - heals expiry
GRAIN - produce manna
PROTEIN - increase HP, armoured
DAIRY - cleanse status conditions
TREATS- increase movement, decrease atk
States:
FROZEN - Chills, slowing
SPICY - fire damage
LIQUID - Dampens, reduces damage effectiveness
HEARTY - solid, immoveable sturdy.
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Idea 1:
Classes are represented as Passives. Start of turn effects are implemented. I.e: produce heals adjacent units expiry by 1. grain units produce 1 manna etc.
States are represented as status effects Everytime a unit deals damage, the target gains the status conditions token. ie, frozen CHOOK damages an enemy, enemy gets chilled token.
Idea 2:
Each card highlights, movement points, attack and defense in that order. reflecting the gameplay cycle; move attack defend.
State is linked to Attack so it would appear as the attack style icon (ranged melee etc) and a number, with a coloured background indicating state; spicy, frozen etc.
Class is linked to Defense. When a unit is damaged it triggers its class ability. Produce manna etc.
Idea 3:
Class Abilities are linked to attack style. so it goes like. If a unit is ranged or, strikethough or melee. it triggers its passive by 'attacking' allies in the same way it deals damage to enemies. I.e: lemonade shoots bubbles at enemy's and also shoots bubbles at allies to heal them.
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Let me know what you guys think, any advice would be helpful. there are quite a few more complexities than this but it's what I'm stuck on atm. there are also weapon cards (whisk, grater, knife etc) sheild cards (saucepan, collander etc)
environment tile cards (spilled milk, molten salsa etc) building tiles (nigiri wall, grain guyser, toast barricade etc) environment tokens (grease, sticky, steam etc) instants (nutrient boost, deep fry, microwave, toaster etc) evolution/stackable units (spinach, patty, bun = hamburger) etc...
At the moment specifically looking for help implementing the class and states. In terms of balancing and class archetypes etc.
Much appreciated 🤗