Making our games: From Concept to Creation

ZeMind has quite a few ideas brewing, in terms of 2017’s releases. Along with our Tower Defense game (Working title: “Project: Versus”) we’re currently brewing up ideas for a new TCG/CCG mobile game (Yes, we know what it sounds like, but it’s got nothing to do with swords, sandals, sorcery or sandwiches) for you all to enjoy at some point in the future.

That’s right, we’re thinking of jumping into the world of Mobile Card Games.

From a blog standpoint, This is a great opportunity to give you the step by step process of what could be our next mobile title. As opposed to Project: Versus, I’ll have been around for the entire creation of the project, which give me (social media extraordinaire) the opportunity to walk you through exactly what we’re up to, step by step.

So, what is our new game? Where it is at right now is essentially an MMA fighting game played with cards, complete with submissions on the ground, heavy wrestling and great kickboxing/Muay Thai strikes. Currently revolving around a two player (1V1, bruh) combat system, it’s a strategy deckbuilding TCG/CCG that involves reducing your opponent’s HP to zero using card based strikes and submissions that mesh with the player of your choosing.

As with many fighting video games, the first point of order is to select a fighter. Some fighters will excel at striking while standing, others will have an advantage wrestling or grappling on the ground. It’s up to the player to decide what goes into their deck to help take advantage of their fighters’ abilities while covering their weaknesses. The game itself revolves around creating a deck that excels where your opponent does not, and, much like the sport of MMA itself, has several different win conditions that don’t all necessarily favour punching and kicking.

For example:
Fighter A-
Excels at combat on the ground, struggles while standing

Fighter B-
Struggles while on the ground, excellent standing striking

A player using either of these fighters would have to fill their deck with the appropriate cards to get the fight where they need it to go in order to win. That’s not all, however. A crafty player can concoct a strategy that revolves around winning points and making it to a judging decision. Players plan their attacks/defending cards against each other at the same time all the while choosing to either ‘Play it safe’ with high percentage/Low damage cards or ‘Go Big/Go Home’ strategies that can end the fight in a heartbeat but require more luck.

How are we calculating percentages? Dice, at the moment. Will it stay that way? Probably not.

So far it’s in a preliminary ‘Paper Prototype’, wherein we’ve printed out some makeshift cards and played through it a few times. Can’t wait to see where this goes!

-Charlie Ze Newbie


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