Skip to content

Commit

Permalink
W2_1.md
Browse files Browse the repository at this point in the history
  • Loading branch information
ZhexingYoung authored Jan 27, 2025
1 parent 553bb51 commit 0b5d333
Showing 1 changed file with 66 additions and 51 deletions.
117 changes: 66 additions & 51 deletions WeeklyTasks/W2.md
Original file line number Diff line number Diff line change
Expand Up @@ -27,92 +27,107 @@ Optional:
- Alter the character's appearance depending on the skills they currently use.

Game Idea 2:
#Majhontro(Balatro Based)
### Majhontro(Balatro Based)
Core Mechanics: Card Construction and Combination
• Deck Building:

**Deck Building:**
Players build their deck by selecting different cards. Each card has unique effects or attributes, such as scoring points, triggering special effects, or reducing the number of cards in hand.
• Card Types:
Cards are generally divided into the following categories:
o Normal Cards: Used for direct scoring or forming combinations.
o Skill Cards: Feature special effects like modifying the hand, removing specific cards, or increasing combination multipliers.
o Special Cards: Based on "Red Zhong" (or other themed cards), each with different effects, such as adding extra points or unique abilities.
• Card Features:

**Card Types:**
Cards are generally divided into the following categories:
- Normal Cards: Used for direct scoring or forming combinations.
- Skill Cards: Feature special effects like modifying the hand, removing specific cards, or increasing combination multipliers.
Special Cards: Based on "Red Zhong" (or other themed cards), each with different effects, such as adding extra points or unique abilities.

**Card Features:**
Some cards have "chain reaction" abilities, which trigger additional card effects when played. Players must strategically combine cards to achieve higher scores or more efficient actions in each turn.
________________________________________
Core Objective: Scoring Strategy
• Objective:

**Objective:**
Players must score points by utilizing cards, aiming to achieve the highest total score to complete each level.
• Scoring Mechanism:

**Scoring Mechanism:**
Each card may provide direct points or require combinations with other cards to maximize value:
o Some cards grant bonus points for specific hand combinations.
o Certain cards require fulfilling specific conditions to unlock high-score rewards.
Negative Effect Management:
The game includes cards with negative effects, such as deducting points, restricting actions, or imposing specific limitations (e.g., limiting the number of cards that can be played or discarded, or banning certain combinations). Players need to carefully plan to mitigate these impacts.
- Some cards grant bonus points for specific hand combinations.
- Certain cards require fulfilling specific conditions to unlock high-score rewards.
- Negative Effect Management:
The game includes cards with negative effects, such as deducting points, restricting actions, or imposing specific limitations (e.g., limiting the number of cards that can be played or discarded, or banning certain combinations). Players need to plan to mitigate these impacts carefully.
________________________________________
Roguelike Elements: Dynamic Construction and Decisions
• Dynamic Deck Evolution:

**Roguelike Elements: Dynamic Construction and Decisions**
- Dynamic Deck Evolution:
After each round, players can acquire new cards or remove old ones, ensuring flexibility and adaptability in their deck.
Random Events:
- Random Events:
Random events occur during the game, offering rewards (e.g., bonus points, card upgrades) or challenges (e.g., adding negative cards, reducing resources).
Increasing Difficulty:
- Increasing Difficulty:
As levels progress, the game's difficulty increases. Players face tougher challenges, such as higher score requirements and more complex negative effects.
________________________________________
Resource Management and Achievements
• Resource Management:

**Resource Management and Achievements**
- Resource Management:
After completing each level, players earn coins. These coins can be used to purchase buffs or special cards to enhance their deck.
Achievements:
- Achievements:
Players can unlock achievements by meeting specific criteria, such as completing a certain number of levels, achieving a high score in a single round, or using specific combinations of cards. Achievements reward players with new special cards or other benefits.
________________________________________
Level Design and Challenges

**Level Design and Challenges**
Levels are grouped into sets of four, with the final level in each set being a boss level:
Level Objectives:
- Level Objectives:
Each level requires players to reach a target score to proceed.
Boss Battles:
- Boss Battles:
Boss levels introduce restrictions on card playing or drawing, adding a unique layer of challenge.
________________________________________
Core Fun Factors
• Strategic Depth:

**Core Fun Factors**
- Strategic Depth:
Players must evaluate various card combinations and choose the optimal strategy to maximize their score in each turn.
Randomness and Replayability:
- Randomness and Replayability:
Random events and dynamic card generation ensure a unique experience in every playthrough, enhancing replay value.
Sense of Growth:
- Sense of Growth:
Through card upgrades and strategic adjustments, players can tangibly feel their progress and improvement in the game.

Game Innovation Based on Chinese Mahjong Elements
• Mahjong Tile Substitution:
o Each card in the original game can be replaced with a Mahjong tile, including number tiles (Bamboo, Characters, and Dots) and honor tiles (East, South, West, North, Red Dragon, Green Dragon, and White Dragon).
o Mahjong tiles naturally have "combinations," such as sequences (e.g., 1-2-3 in the same suit), triplets (three identical tiles), and quads (four identical tiles), which can be used as scoring conditions.
• Replacing Suit Logic:
o The suits of cards (e.g., Hearts, Spades) are replaced by Mahjong tile categories (Bamboo, Characters, and Dots), while honor tiles gain unique effects.

#### Game Innovation Based on Chinese Mahjong Elements

**Mahjong Tile Substitution:**
- Each card in the original game can be replaced with a Mahjong tile, including number tiles (Bamboo, Characters, and Dots) and honor tiles (East, South, West, North, Red Dragon, Green Dragon, and White Dragon).
- Mahjong tiles naturally have "combinations," such as sequences (e.g., 1-2-3 in the same suit), triplets (three identical tiles), and quads (four identical tiles), which can be used as scoring conditions.
- Replacing Suit Logic:
-The suits of cards (e.g., Hearts, Spades) are replaced by Mahjong tile categories (Bamboo, Characters, and Dots), while honor tiles gain unique effects.
________________________________________
Scoring Rules
• Basic Scoring Rules:
o Players start with 14 tiles and have two opportunities to play, along with up to three discards in each round. Scoring is based on combinations formed:

**Scoring Rules**
__Basic Scoring Rules__
- Players start with 14 tiles and have two opportunities to play, along with up to three discards in each round. Scoring is based on combinations formed:
1. Sequences: For example, 1 Dot, 2 Dot, 3 Dot, earns basic points.
2. Triplets: For example, three identical 5 Characters tiles yield higher points.
3. Quads: Forming four identical tiles grants bonus rewards.
• Special Tile Combinations for Bonus Points:
o Introduce classic Mahjong hands as high-scoring combinations:
 Pure Suit (清一色): All tiles belong to the same suit (e.g., all Bamboo).
 Mixed Suit with Honors (混一色): A mix of one tile category and honor tiles.
 Seven Pairs (七对): Seven pairs of tiles.
• Negative Effects:

__Special Tile Combinations for Bonus Points:__
- Introduce classic Mahjong hands as high-scoring combinations:
1. Pure Suit (清一色): All tiles belong to the same suit (e.g., all Bamboo).
2. Mixed Suit with Honors (混一色): A mix of one tile category and honor tiles.
3. Seven Pairs (七对): Seven pairs of tiles.
- Negative Effects:
o If players have "orphan tiles" (tiles that cannot be combined), they incur penalties, similar to negative cards in the original game.

________________________________________
Turn-Based Gameplay
• Player Actions per Turn:
**Turn-Based Gameplay**
__Player Actions per Turn:__
Players can choose one of the following actions each turn:
1. Draw Tiles: Randomly draw tiles from the "tile wall" to replenish their hand.
2. Discard Tiles: Remove useless tiles from their hand to optimize future moves.
3. Form Combinations: Use tiles to create valid sets (e.g., sequences, triplets) and score points.
• Special Tile Effects:
o Certain honor tiles trigger unique effects:
Fortune (发财): Doubles the score for the current round.
White Board (白板): Acts as a wildcard and can substitute for any tile.
__Special Tile Effects:__
1. Certain honor tiles trigger unique effects:
2. Fortune (发财): Doubles the score for the current round.
3. White Board (白板): Acts as a wildcard and can substitute for any tile.
________________________________________
Summary
This redesigned game integrates Mahjong’s traditional mechanics into the core gameplay, replacing card-based logic with Mahjong tiles. By incorporating Mahjong’s rich combination rules and unique tile effects, the game gains a deeper strategic layer and retains the cultural essence of Mahjong, while maintaining the turn-based structure and scoring strategy from the original design.

**Summary**
This redesigned game integrates Mahjong’s traditional mechanics into the core gameplay, replacing card-based logic with Mahjong tiles. By incorporating Mahjong’s rich combination rules and unique tile effects, the game gains a deeper strategic layer and retains the cultural essence of Mahjong, while maintaining the turn-based structure and scoring strategy from the original design.
________________________________________________________________________________

TODO: Have a brief background story to get everything together

0 comments on commit 0b5d333

Please sign in to comment.