Design Blog 94: New traits 7 to 10

Design Blog 94: New traits 7 to 10

As I’ve mentioned before, as well as working on big new features we’re also making a number of smaller improvements and additions to the game. One of these is to add four new traits to the game, taking us up to 10. Last week’s blog looked at why we’re adding new...
Design Blog 93: Designing new traits

Design Blog 93: Designing new traits

In exciting news we’re about to add some new traits to the game, and while I’ll discuss them in detail next week I thought I’d run through how we create them first. Traits To ensure everyone’s up to speed, traits are the one-off powers that each card uses when it’s...
Design Blog 92: Seasonal leaderboards – what, why and when

Design Blog 92: Seasonal leaderboards – what, why and when

The Combat Cards team is working on a lot of different features, updates, improvements and fixes right now, so I’m going to share some of the work in progress over the next few posts, beginning with ranked mode. Loops Currently we have two game ‘modes’...
Design Blog  91: Vengeance of Sekemtar and live-ops

Design Blog 91: Vengeance of Sekemtar and live-ops

I’ve talked about how we select cards to be Warlords and bodyguards before, but this week I wanted to focus on our Necron faction as an example of Combat Cards’ ‘live-operations’. Live-ops is what we call the servicing and updating of a ‘living’ game, where we...
Design Blog 90: The possibility space of Combat Cards – part 2

Design Blog 90: The possibility space of Combat Cards – part 2

Welcome to part two of this look at what designers call the ‘possibility space’ (part one is here). Last week we discussed ‘width’, so this time we’ll cover the other axis – ‘depth’, and wrap up with a look at what all this means to Combat Cards.   Depth On...
Design Blog 89: The possibility space of Combat Cards – part 1

Design Blog 89: The possibility space of Combat Cards – part 1

Today I’d like to discuss something called ‘the possibility space’ which – aside from sounding like a wicked sci-fi movie – is a game design term for everything it’s possible for you to do in a game. You can read plenty of articles on possibility spaces,...