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License: Other
#GGJ16
License: Other
Currently, we are using this style guide. I feel like we would benefit from a change to something like the airbnb style guide for it's integration with tools like jscs. I have made a start in pull request #7.
In the (possible) absence of player classes, deck archetypes will be heavily influenced by other factors. A good focus would be adding a tribe mechanic. Interesting ways we could differentiate tribes in The Summoning from similar mechanics in other games include:
I have added a set of example cards on the tribes branch. Each card has a race and class (an rpg staple). If we were to go with this idea, all cards would have a race and at least one class. Race and class synergy would be strong enough that players would (mostly) limit themselves to 1 or 2 races and classes per deck. This would be better than other games, where players are forced to limit themselves by the rules more than because it's the best option. We would need to make sure to limit "tribe bloat", starting with about 4 or 5 races and maybe double that amount of classes in the first set of cards.
Though the ritual mechanic was great for GGJ, we need to decide if it's the best option to further progress the game.
Is it extensible? Will there be enough ways to gain pieces to have a range of balanced decks (especially if and when we add a constructed mode)? Will it limit the usefulness of some (or many) cards that we might want to design?
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