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We are excited to show you the first sneak peek video, that shows the basic game mechanics. What do you think?
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Welcome to the New World
Hello everyone! This post marks the debut of our development blog. We’re excited to share some behind-the-scenes info about our current game project - Card Chronicles: Sentinels - with you all in the coming months. But first, let’s take a quick look at the game.
The Gameplay
At the core of every game is the gameplay loop - it’s usually one of the first things you should figure out when you make a game. Card Chronicles: Sentinels (CC:S) blends the mechanics of a card game with that of a role-playing game, and you can see that reflected in its gameplay loop. Gameplay is mission-based, with the player picking a mission from the central menu system. Their goal depends on the mission’s type, with goals varying from exploring a certain percentage of the map to killing all of the enemies. Once the mission is complete, players will be rewarded with experience points, currency, and cards (no need to buy booster packs!). If you level up, you’re given the option to invest in various things like perks and stat increases that affect your character’s abilities. You can also take those new cards you found and use them to build new decks or improve your current ones, and you can spend currency to upgrade the cards that you own. Those cards are used in combat - we’ll talk more about that in another post. After you’re done modifying your decks, you equip one and depart on another mission!
Here’s a little preview of the combat scene.
The Setting
CC:S takes place in a land simply known as the New World. It’s a place of temperate forests, rugged mountains, and golden prairies. It bears a striking resemblance to real-world North America, and that’s because CC:S forgoes the typical European Fantasy setting in favor of one inspired by the American Western genre. This is one of a few examples where we departed from the norm in an effort to explore space not often explored in card games and RPGs.
The Story
The story of CC:S is told through text and mission design - another topic we’ll get to in the future - but here’s the gist of the plot:
You are a Sentinel: an expert tracker, hunter, and survivalist whose job is to protect the people of the New World from all manner of beast and brute (and in the New World, there’s a whole lot of those).
The Sentinels are trained specifically to handle these issues, but a new and more mysterious threat is beginning to rise - the Nebeltide. In the far west, a billowing wall of fog is slowing passing over the land. Strange and deadly creatures inhabit the fog, and its presence warps the landscape. This phenomenon, called the Nebeltide, threatens to consume the New World. As a Sentinel, it falls to you and your Sentinel colleagues to travel west and halt the Nebeltide’s advance.
It Begins
This has been just a brief overview of the project - in the future we hope to take some deeper dives on more specific topics relating to the actual development of the game. You can look forward to posts on the mechanics of our combat system, our approach to world building, and maybe even some technical programmer mumbo-jumbo. So stick around - things are just starting!