CardMaker Self-designed mod：You have been a game designer!
7 months ago
CardMaker's core is UGC. Unlike in the marketplace, CardMaker is positioned as neither a pre-developer's game-making software nor a complex model design. It allows users to quickly realize some ideas while playing without a complete knowledge system, program code and art major, making the barriers of game design easier and lighter than all UGC games/tools on the market.
We know that the key to increments is to spawn user-generated content, therefore, CardMaker is also different from conventional card games. It always stays in a closed environment where the official content is provided to players, and finally allows more creative content to be used and played in the game, creating infinite space for development.
What we see is that there are a lot of good game ideas in the world, but they don't have a whole set of professional knowledge to help realize all or part of them, and these ideas themselves don't need a whole project or three-dimensional model to package. There may be some initial limitations, but in the future we will open up more professional API for more content and teams. Therefore, there is no need to limit the imagination space by the present experience.
Allowing users to quickly understand and use is the most critical factor, and the current card production has verified this feasibility.
The Maker system is divided into several process levels within the team, and M.2 is the abbreviation for the Maker system stage 2 (M.1 is the rapid production of cards, making part of the design pressure become "free"). As the Maker system evolves, games won't be limited to planes or pixels.
Firstly, the function of fight-stage of Mods set by players will be opened in the system of M.2, so that everyone can understand it as much as possible.
Players can set roles, cards (player's private ones), strength, and fast dialogue of battles (as the development, more advanced functions such as story card setting, choice and route will be opened later).
Each player can set up a maximum of 5 modules.
Battle level can set the number of roles and cards carried.
The strength ratio can be set from 50% to 200%. The strength ratio will change the damage, heal, shield, and dispel values of roles and cards. The other dimension values are not affected.
How to use：
“My Story”-“Self-designed Mod”-“+”
Click “+” to create a mod
After configuring the corresponding roles and cards (the same limit), they can be saved and "put on the shelves".
When it on the shelves, other players can challenge your mods.
To modify and re-edit, you need to "pull down" your module and then click "edit"
You can use the scroll bar to set the strength factor of the combination.
You can also input the corresponding dialogue below to leave the challenger.
After adjusting the strength factor, the challenger will encounter roles and cards that are different from your original powers.
The ratio of roles and cards is calculated according to FP :(HP * HP factor (50) + DEF * DEF factor (1000)) * element factor (1 for None, 1.25 for the others) * front and back row factor (1 for the front row, 1.25 for the back row).
Calculate the attribute dimension of roles and cards in reverse, and finally get the residual effect value.
Example: suppose that FP of a 3-star Spirit of Flame is 21600, and after 200% enhancement, its FP is 43200, the front row factoris 1, the element factor is 1.25, and the defense is 3. After calculation, it is concluded that :(43200/1/1.25-3 * 1000) / 50 = 631
We have a battle record that you can see when you put it on the shelves.
Click "succeeded challenge" to show the challenger's combination details.
Choice Event function
Player can set Choice Event, including dialogue description, content options, NPC avatar, and so on, and then save and put on the shelves.
All the modules that players put on the shelves will be encountered by other players in the "Eternal Book" with a certain probability to replace the original.
Rewards from previous events will also be mapped to the player's own modules.
(Note: only if the number of elected items is the same as the original event, will it be replaced by the customized module. For example, the event with 2 options will be replaced by the customized module with 2 options.)
Example: PlayerA has a "choice event" mod. PlayerB may encounter this event in the Eternal Book. The content of this event replaces the original event, and the reward remains.
Players can set reward by sealing Element Essence when they put the module on shelves. Different allocation ratios correspond to the number of essence of elements sealed, as shown in the following table:
When option content is not entered, the option is not enabled by default, but the required option is at least 1.
When a player encounters a level set by another player under Eternal Book, and when the module is on the shelf, it sets a reward allocation greater than 0, the following happens:
For "choice event" : the original reward of creator* allocation ratio of the event for the challenger * (100% - allocation ratio)
For "combat event" : when the challenger wins, the original reward of creator* allocation ratio of the event for the challenger * (100% - allocation ratio)
For "combat event" : when the challenger fails,the original reward of creator* allocation ratio * 2
Rewards for the above are billed and cooled for 72 hours.
The number of modules that players can put on the shelves is related to the alchemist level, as follows:
Note: the intensity setting of combat events has no effect on Eternal Book. The intensity is determined by the page depth of it. But it can still be challenged by all player.
Note: the above allocable rewards currently affect only MP and elements.
In addition, for the modules that have been put on shelves, there is no need to add element essence. The default rate of allocation is 0%, but element essence is required for the reshelves after being removed.
About audit, we will be screened meaningless choice event by official. For the bad influence on the game experience, we will be pulled mod from the shelves directly, and will return essence element to bill for cooling time for 7 days, with the frequent bad content, we will give a longer cooling time.
The follow-up audit mechanism will be processed by user-initiated voting or submitted to AI for judgment.
This test version of M.2 system is an open experience, not directly linked to any economy system in the game, and there will be some shortcomings, but it is for players to try, aand ny level of players can become a BOSS.
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