Bloodbath is a card game based on Starcraft 2, with real-time combat phases, and full unit control.
Cards provide you with units to engage in dynamic warfare, rewarding a tactical approach, micro, and multitasking. Battlefields have exciting terrain, with a variety of targets to attack/defend/monitor.
Bloodbath is currently released in a demo state.
This thread is a work in progress. I am excited to share my creation, so I have developed the thread to a point where I believe that it conveys my game concept, but there is still much that will be added in regards to details/specification.
![[image loading]](http://i.imgur.com/GlNT4GR.png)
Map Link (NA): starcraft://map/1/236882
Map Link (EU): starcraft://map/2/165192
The purpose of this thread is to explain what Bloodbath is, and how to play it. In addition to that, I will be giving context to design decisions, and proposing alternative/future directions.
Contents:
Structure
The overall flow of the game.
Cards
The source of your army, heroes, and spells.
Combat
Where you use your units to achieve victory.
Interface
Interaction with your cards during non-combat phases.
Future
Details about the demo revision (Mid-July), and the full version (Fall/Winter 2014).
Everything Else
Design Goals:
These goals are rooted in what I have always wanted from an SC2 arcade game, and what has frustrated me about card games in the past... My will to meet these goals is what drove me through the threshold of learning how to use the map editor (this is my first creation involving anything beyond terrain modification).
- Intricate, dynamic micro and multitasking, without the requirement of concurrently managing economy and production.
- Cards establish your army, and economy. Having these macro elements addressed by cards allows users to focus purely on micro, multitasking, and unit control, during combat.
- I believe that SC2 is the most developed and beautiful mechanical experience, but I have always longed for a platform to experience the unit control at times when I am exhausted from laddering.
- Development and improvement of user's unit control / micro / multitasking directly applies to their Starcraft 2 match making experience.
- During combat, the units, controls, camera angle, and interface are those of Starcraft 2.
- ie: Playing this game helps you improve at the unit control aspects of Starcraft 2.
- Prevent the binary win conditions, and/or stagnation caused by suboptimal draws.
- Always be able to use your cards, or progress in your capacity to eventually use them.
- Ensure constant access to cards with multiple functions.
- Facilitate the suboptimal production of units by non-card methods. (ie: Production Structures)
- Ensure that there is something to do on all of your turns.
- Avoid lobby downtime.
- As the game is 1 vs 1, users are not required to idle in the game lobby waiting for many opponents.
- Cards establish your army, and economy. Having these macro elements addressed by cards allows users to focus purely on micro, multitasking, and unit control, during combat.
![[image loading]](http://i.imgur.com/g7thxRU.png)
The structure of Bloodbath is simple. It is a turn based game, in which, each turn, there is the option for the user to initiate a real-time combat phase.
![[image loading]](http://i.imgur.com/TTDjSh4.png)
The Phases:
First Card Phase
- The initialization of this phase is the beginning of your turn.
- You are given the capacity to draw a card.
- You are able to play cards.
- Cards cost minerals to play.
- At the beginning of your turn, you recieve 50 minerals for each resource provider (ie: supply depot) that you control.
- You are given the capacity to start/skip the combat phase.
- The button will not appear until you draw your first card.
- You are given the capacity to immediately end your turn.
- The button will not appear until you draw your first card.
- + Show Spoiler [Also Triggered] +
{Incomplete}
At the start of the phase:- All units are brought to full HP.
- +25 Energy to all units
- Your opponent's units are constrained to their defensive zone.
- The Score Panel is updated.
- The "Quick Card Access" aspect of the interface is enabled, from your perspective.
At the end of the phase:- Your Combat Phase begins.
- This occurs if you have placed any units in your offensive zones, when phase timer reaches 0:00 or you press the "Start Combat" button.
- You skip your Combat Phase.
- This occurs if you have placed no units in your offensive zones, when phase timer reaches 0:00 or you press the "Start Combat" button.
{Incomplete} - All units are brought to full HP.
Combat Phase:
There is an entire section of this thread allocated towards the combat phase that specifies the mechanics and explains how to play.
- Make war upon your opponent's battlefield.
- Engage in real-time combat with full unit control.
- Units, camera, controls and interface are the same as Starcraft 2.
- There are also powerful and exciting Hero units!.
- Engage in real-time combat with full unit control.
- Destroy your opponent's health structures.
- Destruction of their Main Health structure is your win condition.
- There are 5 Health Pillars that, when dealt damage, transfer that damage unto the Main Health.
- When the Main Health structure is directly damaged, the damage dealt is doubled.
- There are 5 Health Pillars that, when dealt damage, transfer that damage unto the Main Health.
- Destruction of their Main Health structure is your win condition.
- Scout cards from your opponent's hand by manoeuvring your units into beacons on their battlefield.
- Cards cannot be played during combat phases.
- + Show Spoiler [Also Triggered] +
{Incomplete}
At the start of the phase:- Units that you placed in your offensive zones teleport to your opponent's battlefield.
- The destination of the teleportation is the offensive zone on their side of the battlefield, corresponding to the one you initially placed the unit in on your side of the map (before triggering combat).
- Offensive zones are marked by flags
- The destination of the teleportation is the offensive zone on their side of the battlefield, corresponding to the one you initially placed the unit in on your side of the map (before triggering combat).
- Your opponent's units are no longer constrained to their defensive zone.
- Fog of war is generated for your opponent on their battlefield.
At the end of the phase:- Your surviving units teleport back to your battlefield.
- Your Second Card Phase begins.
- This is triggered by the phase timer reaching 0:00.
{Incomplete} - Units that you placed in your offensive zones teleport to your opponent's battlefield.
Second Card Phase
- You are able to play cards.
- You are given the capacity to immediately end your turn.
- You may view any cards that you scouted during the combat phase.
- The conclusion of this phase is the end of your current turn.
- At this time, your minerals and vespene are set to 0.
- + Show Spoiler [Also Triggered] +
{Incomplete}
At the start of the phase:- The Score Panel is updated.
- The "Quick Card Access" aspect of the interface is enabled, from your perspective.
At the end of the phase:- Your units are centered in the defensive zone of your battlefield.
- Your opponent's First Card Phase begins.
- This occurs when phase timer reaches 0:00 or you press the "End Turn" button.
{Incomplete} - The Score Panel is updated.
Core Mechanics:
Win Condition:
Destruction of your opponent's Main Health structure is your win condition.
- There are 5 Health Pillars that, when dealt damage, transfer that damage unto the Main Health.
- When the Main Health structure is directly damaged, the damage dealt is doubled.
Cards cannot win you the game alone: To satisfy the win condition, you must attack the opponent.
Economy:
Resources control both your capacity to play cards and build/produce-from structures.
- Cards cost minerals to play.
- An alternative expenditure of minerals is the construction of non-resource-providing structures on your battlefield.
- At the beginning of your turn, you recieve 50 minerals for each resource provider (ie: supply depot) that you control on your battlefield.
- Whenever you play a resource provider card, you recieve 50 minerals and 1 vespene gas.
- During your turn, you may discard any two cards to trigger the same effect on your resources (ie: a suboptimal solution for when you are without resource providers in your hand, and/or a way to accelerate your economy at the expense of your card count).
- Spend the vespene on the construction of the resource provider.
- Vespene may also be spent on research, upgrades, and 'teching-up'.
Cards
Click above to jump directly to the card section.
Combat
Click above to jump directly to the combat section.
![[image loading]](http://i.imgur.com/iPVejrn.png)
Card Layout:
![[image loading]](http://i.imgur.com/TOArg1w.png)
Name:
Simply the title of the card.
Cost:
The amount of minerals required to play the card.
- Cards with variable costs will have a "+X" parameter.
- Cards with additional non-mineral costs will have such costs specified in their function section.
- Examples of such non mineral costs:
- Health Points: Suffer damage unto your main health structure.
- Discarding Cards.
- Embedded Limitation: ie: 'You may only play one resource provider card per turn'.
- Health Points: Suffer damage unto your main health structure.
- Examples of such non mineral costs:
Variable Cost Card Examples:
http://i.imgur.com/lGrDP88.jpg
http://i.imgur.com/vw6zobB.jpg
http://i.imgur.com/biGBfUq.png
Examples of Cards with Additional Non-Mineral Costs:
http://i.imgur.com/jZ58LIj.png
http://i.imgur.com/KDdyP9O.png
http://i.imgur.com/ksKcoci.png
http://i.imgur.com/fkohtmx.jpg
Type:
A parameter of the card indicative of the nature of its functionality.
Unit:
These cards create forces for combat.
- Unit cards are not the only source of units, but the only things that they produce are units.
- Examples of utilized parameters:
- Turn Count: Production is scaled based on the amount of turns that have occured.
- Variable Cost: Production is scaled based on the amount of minerals that you spent casting the card.
- External Condition: Production is altered, based on the satisfaction of an external condition (ie: existence of tech structures, or specific cards in hand).
- Randomness: The card has embedded odds associated with what it will produce.
- Turn Count: Production is scaled based on the amount of turns that have occured.
- Examples of utilized parameters:
General Unit Card Examples:
http://i.imgur.com/vMaYnwm.jpg
http://i.imgur.com/KPCiqx8.png
Turn Count Unit Card Examples:
http://i.imgur.com/wXYuBiU.jpg
http://i.imgur.com/mGxAex9.jpg
Variable Cost Unit Card Examples:
http://i.imgur.com/C0kieYH.png
http://i.imgur.com/qdY5T4A.png
External Condition Unit Card Examples:
http://i.imgur.com/BAn7Ig5.png
http://i.imgur.com/SGmjhFQ.jpg
Embedded Randomness Unit Card Examples:
http://i.imgur.com/oqaKiE6.png
http://i.imgur.com/vw6zobB.jpg
http://i.imgur.com/vMaYnwm.jpg
http://i.imgur.com/KPCiqx8.png
Turn Count Unit Card Examples:
http://i.imgur.com/wXYuBiU.jpg
http://i.imgur.com/mGxAex9.jpg
Variable Cost Unit Card Examples:
http://i.imgur.com/C0kieYH.png
http://i.imgur.com/qdY5T4A.png
External Condition Unit Card Examples:
http://i.imgur.com/BAn7Ig5.png
http://i.imgur.com/SGmjhFQ.jpg
Embedded Randomness Unit Card Examples:
http://i.imgur.com/oqaKiE6.png
http://i.imgur.com/vw6zobB.jpg
Hero:
These cards create singular, powerful units, with a wide range of abilities and tactical applications.
- There are 7-8 different hero cards per deck.
- Some heroes gain experience and level up, thus becoming stronger and unlocking more abilities.
- The function sections of the hero cards are currently minimally descriptive, look for this aspect of these cards to be redone, such that they clearly convey the abilities possessed and tactical applications.
Full Hero List:
+ Show Spoiler +
Superhero of the Computer Rage - Level Up - Marine
Spirit Crusher - Level Up - Warhound
Kafir! - Reaper
For Whom the Bell Tolls - Hellion
Mouth For War - Marine
F(r)iend - Firebat
Face of Melinda - Banshee
The Philosopher - Science Vessel
The Lotus Eater - Raven
Master of Puppets - Marauder
Angel of Death - Ghost
Odin - Odin
Vacuum - Probe
Avenger - Level Up - Zealot
The Meditant - Mothership Core
The Thing That Should Not Be - Oracle
One of Fail - Zealot
Harvester of Sorrow - Stalker
Black Dragon - Void Ray
Live the Storm - High Templar
Demon of the Fall - Colossus
The Wolf is Loose - Zergling
The Trooper - Level Up - Baneling
Scavenger of Human Sorrow - Queen
Creeping Death - Roach
The Patient - Hydralisk
Thorns of Crimson Death - Lurker
Soul Reaper - Mutalisk
Unhallowed - Ultralisk





























Example Hero Descriptions:
Thorough descriptions of each hero are under construction, these are just a sample (there are more than the following described heroes, implemented in the current version of the game)
Name: Spirit Crusher
Race:

Unit Base: Warhound
Cost: 50
Type:Level Up
Image: http://i.imgur.com/2PPe3A1.png
The Warhound has returned, as a hero that begins as a generic warhound, but unlocks more abilities as it levels up. It gains an AOE spell that will buff the attack rate/rage of all units within the target area (great for holding positions with mech compositions). Standard abilities that can be unlocked include: Hunter-Seeker-Missile, Stim, and Blink.
Name: F(r)iend
Race:

Unit Base: Firebat
Cost: 150
Image: http://i.imgur.com/Kvd380r.png
With such abilities as Concussive Flame, Time Warp, and a shortened Abduct, in addition to stim (of course), it is arduous to escape this Firebat's infernal clutches.
Name: Mouth for War
Race:

Unit Base: Marine
Cost: 150
Image: http://i.imgur.com/EKysP9W.png
This marine is permanently stimmed, yet still has the capacity to stim. Better yet, it can create an area of effect, centered at its position, that applies the effects of stim pack to all units within the area (including itself! Yes, this unit can 'triple-stim'. In addition to such fury, Mouth For War's power repel attack creates a devastating pulse, centered at its position, that both damages and stuns nearby enemy units (the ability is inspired by the helm's deep breaching scene where the orc with explosives runs into the drain and explodes)
Name: Harvester of Sorrow
Race:

Unit Base: Stalker
Cost: 200
Image: http://i.imgur.com/QLM3wKU.jpg
A strong blink stalker that duplicates at the start of your turn (the duplicates also duplicate, on subsequent turns).
Name: Black Dragon
Race:

Unit Base: Void Ray
Cost: 250
Image: http://i.imgur.com/afZ5IUe.jpg
A void ray that shoots fireballs... missiles... a vortex, and has the medivac speed boost. It looks a lot fancier in game than on the card.
Name: Vacuum
Race:

Unit Base: Probe
Cost: 50
Image: http://i.imgur.com/aONT1Wt.jpg
A probe inspired by the often-implemented tactic of harassing with the initial scouting probe. This probe, however, has an increased range, with concussive effect. It also has blink, a speed burst, and revelation... all accentuating its capacity to cause frustration, and derive crucial information.
Spell:
These are cards with any singular function that does not pertain to the creation of units or heroes.
Examples:
http://i.imgur.com/ibrOLog.png
http://i.imgur.com/kfp5JA3.png
http://i.imgur.com/dhE2v0l.jpg
http://i.imgur.com/eXnCSZL.png
http://i.imgur.com/ibrOLog.png
http://i.imgur.com/kfp5JA3.png
http://i.imgur.com/dhE2v0l.jpg
http://i.imgur.com/eXnCSZL.png
Resource Provider:
Resource provider cards facilitate the production of resource providers, thus they are the foundation of your economy.
- At the beginning of your turn, you recieve 50 minerals for each resource provider (ie: supply depot) that you control on your battlefield.
- Whenever you play a resource provider card, you recieve 50 minerals and 1 vespene gas.
Option:
These are cards with multiple functions of which the user specifies one to be executed.
- There are many option cards in a deck, as card utility facilitates the constant flow of cards being played
- Often one option is more desirable, but suboptimal options exist to avoid redundancy and/or address specific scenarios.
Examples:
http://i.imgur.com/qMAeCXZ.png
http://i.imgur.com/N6Mb9IG.png
http://i.imgur.com/WqMHSHV.jpg
http://i.imgur.com/9QEUMgD.jpg
http://i.imgur.com/qMAeCXZ.png
http://i.imgur.com/N6Mb9IG.png
http://i.imgur.com/WqMHSHV.jpg
http://i.imgur.com/9QEUMgD.jpg
![[image loading]](http://i.imgur.com/zQEbH78.png)
Function:
Specifies what the card does.
![[image loading]](http://i.imgur.com/N0JRBEw.png)
Deck descriptions/breakdowns are under construction
![[image loading]](http://i.imgur.com/V73aPFL.png)
![[image loading]](http://i.imgur.com/oD5vwSM.png)
See all of the Terran cards here:
http://imgur.com/a/10ZVz 


![[image loading]](http://i.imgur.com/qReXnEe.png)
![[image loading]](http://i.imgur.com/iQiRtcg.png)
See all of the Protoss cards here:
http://imgur.com/a/BFf7h 


![[image loading]](http://i.imgur.com/F0anRVw.png)
![[image loading]](http://i.imgur.com/88a2XMR.png)
See of the all Zerg cards here:
http://imgur.com/a/hZkAb 
These were typed up on a keyboard with a broken 'p' key, apparently...


These were typed up on a keyboard with a broken 'p' key, apparently...
![[image loading]](http://i.imgur.com/DxaNKuK.png)
Your splash colour determines which types of spells are added to accentuate your deck.
Black:
+ Show Spoiler +
Red:
+ Show Spoiler +
Green:
+ Show Spoiler +
White:
+ Show Spoiler +
Blue:
+ Show Spoiler +
+ Show Spoiler +
Draw Extra Cards
Destroy Opposing Units
Reveal Opponent's Hand
Destroy All Units
Bonus Structure Function: Each Turn - Draw an Extra Card, Gain Vespene
Destroy Opposing Units
Reveal Opponent's Hand
Destroy All Units
Bonus Structure Function: Each Turn - Draw an Extra Card, Gain Vespene
Red:
+ Show Spoiler +
Deal Damage to All Units
Deal Damage to Opponent's Units
Increase Your Units' Speed and Attack Rates
Extend Specific Combat Phases
Bonus Structure Function: Discard Resource Providers to Draw Cards, and Increase Unit Speed
Deal Damage to Opponent's Units
Increase Your Units' Speed and Attack Rates
Extend Specific Combat Phases
Bonus Structure Function: Discard Resource Providers to Draw Cards, and Increase Unit Speed
Green:
+ Show Spoiler +
Additional Vespene
Increase Attack Rate and Defensive Attributes
Additional Base Units
Bonus Structure Function: Discard Cards for Additional Vespense
Increase Attack Rate and Defensive Attributes
Additional Base Units
Bonus Structure Function: Discard Cards for Additional Vespense
White:
+ Show Spoiler +
Gain Life
Revive Units
Destory All Units
Create Basic Units
Bonus Structure Function: Additional Basic Units Per Turn
Revive Units
Destory All Units
Create Basic Units
Bonus Structure Function: Additional Basic Units Per Turn
Blue:
+ Show Spoiler +
Draw Extra Cards
Temporarily Remove Units from the Battlefield
Your Units Gain Energy
Reveal Opponent's Hand
Bonus Structure Function: Draw An Extra Card Each Turn
Temporarily Remove Units from the Battlefield
Your Units Gain Energy
Reveal Opponent's Hand
Bonus Structure Function: Draw An Extra Card Each Turn
See a preview of the Splash Colour cards here:
http://imgur.com/a/rtIey 
This is a simple preview showing concept, there will be 7-10 cards per colour.
Most of the card types were accidentally mislabel as "Unit".


This is a simple preview showing concept, there will be 7-10 cards per colour.
Most of the card types were accidentally mislabel as "Unit".
![[image loading]](http://i.imgur.com/tz32sLv.png)
![[image loading]](http://i.imgur.com/zqomgjC.png)
[big]
Card Phase:
While Hand Closed
Score Panel and Phase Timer:
The Score Panel provides fundamental game data.
- Decks Selected (represented by icons).
- Player Names.
- Remaining Health.
- Turn Count.
- Current Phase.
The phase timer conveys the remaining time of the current phase. It is present during all phases. If the timer reaches 0:00:00, the current phase automatically ends.
"Quick Card Access":
Interact with the cards in your hand without using the full graphical version of the hand. This feature becomes more efficient as users start to remember the card names.
Game Flow Buttons:
These buttons control the fundamental aspects of turn progression.
- End Turn
- Start/Skip Combat
- To skip your combat phase, press this button while you have no units in any offensive zones.
- View Hand
- Actuates the following pictured interface.
- Draw Card
![[image loading]](http://i.imgur.com/FeW3yQw.png)
Card Phase:
While Hand Open
Hand Slot Buttons:
Interact with the cards in your hand during use of the full graphical version (of the hand).
Combat Phase:
During combat, the interface is the exact same as a game of Starcraft 2 (other than the addition of the phase timer).
![[image loading]](http://i.imgur.com/xUcNPSJ.png)
![[image loading]](http://i.imgur.com/EPONisa.png)
Win Condition:
Destruction of your opponent's Main Health structure is your win condition.
- There are 5 Health Pillars (per player) that, when dealt damage, transfer that damage unto the Main Health.
- To negate turtle-style defensive tactics, and promote multiple fronts of engagement, the 5 health pillars are spread around the battlefield.
- When the Main Health structure is directly damaged, the damage dealt is doubled.
- Because this structure is centralized, access to it is difficult, and is rewarded by the excess damage.
![[image loading]](http://i.imgur.com/tio8NjZ.png)
Scouting:
Scout cards from your opponent's hand by manoeuvring your units into beacons on their battlefield.
- There are 7 beacons on each player's battlefield, each corresponding to a card slot in that player's hand.
- When you play a card, a message is sent to your opponent that indicated a card was played, but the name of the card is not specified, thus scouting is very important (if you don't want to encounter many surprises).
- The scouting dynamic accentuates the spread of the pillars to provoke engagements on multiple fronts.
![[image loading]](http://i.imgur.com/kwN7kh4.png)
Maps:
There are currently two maps to choose between. If both users don't select the same map, then the used map will be randomly determined.
![[image loading]](http://i.imgur.com/sV1NhxO.png)
Symmetrical, open, and intuitive... a great map for beginners, yet facilitates multitasking, and intricate aggressive strategies/tactics.
Full map breakdown under construction.
![[image loading]](http://i.imgur.com/hTwzLkA.png)
![[image loading]](http://i.imgur.com/H4aHgk8.png)
Labelled Terrain Image (ie: specification of zone locations).
![[image loading]](http://i.imgur.com/nvjT03c.png)
Offensive Zones:
When it is your turn, place the units you wish to attack your opponent with in one or more offensive zones. Starting combat will teleport them to the corresponding zone on your opponent's battlefield. When it is not your turn, these locations are where your opponent's units will appear, when they trigger combat.
Defensive Zone Boundaries:
When it is not your turn, your units remain within these bounds, such that you cannot camp the offensive zones.
Health Pillars:
The main health source is the centralized glowing structure.
![[image loading]](http://i.imgur.com/fWO5XyD.png)
Asymmetrical and experimental... aesthetically incomplete, but with no shortage of exciting terrain.
Full map breakdown under construction.
![[image loading]](http://i.imgur.com/HyFcxwz.png)
![[image loading]](http://i.imgur.com/IPt6VQj.png)
Labelled Terrain Image (ie: specification of zone locations).
![[image loading]](http://i.imgur.com/vYU1fqG.png)
Offensive Zones:
When it is your turn, place the units you wish to attack your opponent with in one or more offensive zones. Starting combat will teleport them to the corresponding zone on your opponent's battlefield. When it is not your turn, these locations are where your opponent's units will appear, when they trigger combat.
Defensive Zone Boundaries:
When it is not your turn, your units remain within these bounds, such that you cannot camp the offensive zones.
Health Pillars:
The main health source is the glowing structure (towards the lower-left corner).
![[image loading]](http://i.imgur.com/mcwjXQB.png)
Section under construction.
Press spacebar to toggle between standard sc2 camera and the following view:
![[image loading]](http://i.imgur.com/BswnMjm.png)
Implementation
I intend to specify the implementation, both in regards to logic, and the scripting within the editor. There were many logically simple aspects of the game that were difficult to implement in the editor... identification of the applicable pre-established functions was the most consistently frustrating aspect: Specification of which ones I used, and how, may aid other new editor users in the future. I am also working on outlining how I implemented a card game, and turn-based game structure, in a platform where there is no object-oriented support (to my knowledge), external to the pre-established object types (ie: units, abilities). In other words; there is no data structure for the cards... they are implemented functionally.
Known Issues
+ Show Spoiler +
Interface feedback required for act of discarding a card.
Solution: Simple text message.
The hero "One of Fail" actor is visible through fog of war.
Solution: Change actor to enlarged zealot, or identify parameter of current actor that resolves this undesired attribute.
Auto-turret is repositioned like regular units.
Solution: Add unit type auto-turret to a few already implemented 'if' statements
Space-Bar camera pop flashes to last-constructed structure.
Solution: Unknown
On Decapitation Station, the units can pass through the energy walls (along the back-hallway).
Solution: Replace
I don't know how to make this card without using a resource-based solution: http://i.imgur.com/kfp5JA3.png
Interface feedback required for act of discarding a card.
Solution: Simple text message.
The hero "One of Fail" actor is visible through fog of war.
Solution: Change actor to enlarged zealot, or identify parameter of current actor that resolves this undesired attribute.
Auto-turret is repositioned like regular units.
Solution: Add unit type auto-turret to a few already implemented 'if' statements
Space-Bar camera pop flashes to last-constructed structure.
Solution: Unknown
On Decapitation Station, the units can pass through the energy walls (along the back-hallway).
Solution: Replace
I don't know how to make this card without using a resource-based solution: http://i.imgur.com/kfp5JA3.png
![[image loading]](http://i.imgur.com/MluIyUE.png)
Demo Revision:
Coming mid-late July 2014.
- Implement the
Zerg decks.
- Implement the Splash Colour cards.
- Add 5-6 additional Protoss cards.
- Revise existing cards/decks based on public sample size.
- Address card balance.
- Redo hero card images (the 'function' section).
- Add more custom abilities to the heroes (to replace current ones).
- Increase the capacity for strategic usage of cards (ie: greater decision making).
- Add card 'quality', ie: Bronze-GM logo on card image, corresponding to its strength.
- Decks implemented as a linked list (decks right now are more like 'a pile of cards that you draw from' (ie: order is not preserved, it is as if the deck is 'shuffled' after each draw).
- Address card balance.
- Revise existing terrain based on public sample size.
- Implement 'Observer Mode'
- Allows spectators to view both players' cards.
- Implement Card Mechanic: Discard Pile
- Allows users to view used/discarded cards, and potentially return them to their hand.
- Implement Mechanic: Exile
- A place where units can be sent, such that they cannot be involved in combat (ie: 'timeout').
- Implement In Game Statistics
- An extra thing for players to analyse when it is not their turn.
Full Release:
Coming Fall/Winter 2014.
- Implement 'Create-Your-Own-Deck'
- Allows users to create a custom deck though an online interface, and then accesses in their game sessions.
- Implement 'Tournament Mode'
- Four players enter, and face-off until only one remains.
- Implement 'Draft Tournament Mode'
- Also 4-Player
- Create a deck on the spot by filtering through cards randomly distributed in packs.
- Also 4-Player
- Expand and refine the card set.
- Add a 3rd map (Octagon shape, where offensive zones surround a defensive core).
![[image loading]](http://i.imgur.com/42A6eru.png)
Logo, Card Template, Card Back, and Loading Screen, and Thread Banner Template were created by:
![[image loading]](http://i.imgur.com/dQHu9Cr.png)
I was very satisfied with both the final product, and the process of interaction... Nate is quite professional in both regards!
Batch image processing utilized the tool: Dr.Brown's Image Processor Pro
Thanks to adobe forums user JJMack, and utility supporter xbytor for solving the issue of alpha channel retention during batch image resizing in which the resulting file format is targa (.tga).
Thank you "Simple Questions / Simple Answers" thread
Also thanks to:
Phil C. / Chris R. / Ian M. / Andrew A. / Blake B. / Deep S. / David T. / Josh S. / Kynnen H. / Calum G. / Phil T.
![[image loading]](http://i.imgur.com/4RG1LEp.png)
The best way to support the development and progress of Bloodbath, is to play Bloodbath!
Feedback/Bugs/Thoughts - Please post in this thread, or email me:
+ Show Spoiler +
whalesFromSpace@gmail.com
In addition to whatever you have to say, I'm also looking for feedback specifically regarding these design decisions:
+ Show Spoiler +
Users start with hero/units?
Having a level-up hero, and a few basic units to start will give users more dynamic early-game engagements, but would likely take away from the strategic aspects of early game card usage, and custom deck construction.
Card phases too long/short?
I have made the phases longer than what I think is required, even for beginning users, for this initial release of the game. The first phase of the first turn is especially long. I would like to hear if you feel time constrained.
Combat phases too long/short?
The first 5 turns have short, 30 second combat phases, such that the low-quantity-unit engagements are brief, and scouting is restricted to some degree. After that, all combat phases are 45 seconds. I am considering adding cards to the red splash colour set that give users the option to extend specific combat phases.
Specify played card to opponent?
Currently, the opponent only recieves a general message when their opponent plays any card ("Your opponent played a card."). This decision was made to accentuate the scouting mechanic. I am still considering if/when the name of the played card will be available. When the graveyard feature is implemented, it will allow users to see the cards that their opponent played, one turn after the card was played (which still emphasizes scouting). Regardless of that feature: I can simply distinguish between card types (ie: resource provider vs non-resource provider), and/or implement specification for specific cards (ex: Harvester of Sorrow), as opposed to all.
Was this game confusing to learn?
If so, what is the nature/function of resources that would have allowed you to pickup the game faster?
Having a level-up hero, and a few basic units to start will give users more dynamic early-game engagements, but would likely take away from the strategic aspects of early game card usage, and custom deck construction.
Card phases too long/short?
I have made the phases longer than what I think is required, even for beginning users, for this initial release of the game. The first phase of the first turn is especially long. I would like to hear if you feel time constrained.
Combat phases too long/short?
The first 5 turns have short, 30 second combat phases, such that the low-quantity-unit engagements are brief, and scouting is restricted to some degree. After that, all combat phases are 45 seconds. I am considering adding cards to the red splash colour set that give users the option to extend specific combat phases.
Specify played card to opponent?
Currently, the opponent only recieves a general message when their opponent plays any card ("Your opponent played a card."). This decision was made to accentuate the scouting mechanic. I am still considering if/when the name of the played card will be available. When the graveyard feature is implemented, it will allow users to see the cards that their opponent played, one turn after the card was played (which still emphasizes scouting). Regardless of that feature: I can simply distinguish between card types (ie: resource provider vs non-resource provider), and/or implement specification for specific cards (ex: Harvester of Sorrow), as opposed to all.
Was this game confusing to learn?
If so, what is the nature/function of resources that would have allowed you to pickup the game faster?
Vote for Bloodbath in Blizzard's 'Rock the Cabinet' Arcade Contest!
Follow these links for all content and updates related to this project:
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/0/0b/Vod.png)
![[image loading]](http://wiki.teamliquid.net/starcraft/images2/7/7f/Twitch_ico.png)
This thread is the platform for centralization of all things Bloodbath.
Inferior Battle.net Thread: http://us.battle.net/sc2/en/forum/topic/13020212095
You can directly support the development of Bloodbath by donating via paypal to WhalesFromSpace@gmail.com
Any contributions are greatly appreciated.
Any contributions are greatly appreciated.
Thanks for taking a look at this, I hope you are also excited about the direction that this game can go in, and the expansiveness that this concept/foundation facilitates.
Helpful Images
These images are used as anchors in the thread.
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