Cog Needs

1. A COGEffectEngine generic system for card effects

2. A COGGamestateModel to save gamestate status on a per game basis

3. Figure out how to make a .js interface for our users to interact with.

  1. Sub-interfaces
    1. suggestions for good ways of exposing tools to users who want to make games

i) Drag and drop interfaces for creating cards

4. What should we do next?

  1. Card Classes (Suits) - expanding our prototype (single player) game to have different Card Classes.
    1. Example - In the game 'Magic', cards have at least 2 distinct Card Classes: Land and Spells. Land cards are resources that must be put into play in order for spells to be cast.
    2. Example - The game 'Chrononauts' (which we should play) has 4 card classes. Play Deck, Timeline, Missions and Characters. The Timeline cards are laid out at the beginning of the game to function as a board. Each player gets 1 mission and 1 character card (the rest are laid aside for the duration of the game). The Play Deck goes in the middle of the players and is where 'the game' happens.
  2. Cards
    1. Card Types - We need to be able to set different types of cards within each class.
      1. Example - Within the Land Card Class in 'Magic', there are different types of land that provide 5 different colors of magic allowing different types of Spells to be cast.
    2. Card Attributes (Which stats will each card have an effect on and by how much?)
    3. CSS - creating card layout with multiple images and text
    4. Rarity - how rare is each card? how many in deck? percentage? completely unique?
  3. Stats/Score
    1. We need a way for a user to specify stats (such as Life points)