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.
- Sub-interfaces
- 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?
- Card Classes (Suits) - expanding our prototype (single player) game to have different Card Classes.
- 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.
- 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.
- Cards
- Card Types - We need to be able to set different types of cards within each class.
- 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.
- Card Attributes (Which stats will each card have an effect on and by how much?)
- CSS - creating card layout with multiple images and text
- Rarity - how rare is each card? how many in deck? percentage? completely unique?
- Card Types - We need to be able to set different types of cards within each class.
- Stats/Score
- We need a way for a user to specify stats (such as Life points)
