The game is made up of different people, wedding outfits, cakes, flowers, etc. The goal is to have the most perfect deck (i.e. the most perfect wedding) evar!
Each deck comes with a bride, a groom, their respective families (one father, mother, sibling, and pet per, groom's denoted by blue bordered cards, bride's denoted by pink bordered cards). Each character has certain attributes, including:
- Likes: Little icons denoting what a character likes. You can tap the icons for a full description of what they are.
- Dislikes: Opposite of the likes. Again, tap them to see more details.
- Social Trait: Introvert or Extrovert.
- Alignment: Lawful, Neutral, Unlawful
- Salary: Amount they make per year.
The game keeps a constant calculation of how good a match the bride and groom are. This is based on every character's relationship within their own families and into the other's. You trade cards to try and improve relations within and between each family. For example, the groom may dislike the kind of cake that is currently within the deck, while the bride hates the groom's brother.
While trading away the items in your deck like cakes can be done freely, trading away people is much more difficult. For example, if there are tensions in one family between the father and mother, you can trade away one of them for a new one, however they come with new siblings and very possible hatred on the part of the bride or groom, especially if its their new step-parent.
Meanwhile, if things just are not working out between your bride and groom, you can trade them away for a new one, but they bring an entirely new family and items. Sometimes you may get things to click, sometimes not. The game is a constant back and forth of rebuilding families just to get one marriage to work.
In terms of where the Pre comes into play:
If you are not familiar with the Pre's UI, each window is referred to as a card. This game would be handled much the same way, and each card would appear as a separate window. Normally, flicking a card away closes that window. However, if you have agreed to trade a specific card with another player, when you flick that card away, it gets SMS'd over to the other player and one appears on your screen as if you were actually trading cards.
That's all for now. Must leave room for comments and the like.
Interesting.
ReplyDeleteI wrote "marriage" into my random generator as a nod to "The Marriage", so you took this in a bit of a different direction than I was expecting with making it about the wedding part. That's not a complaint, mind you. It was a pretty interesting choice really - confining the broadness that is marriage down into a smaller, more concrete situation. Probably a good move, and one I hadn't considered. Nicely done.
I don't know much about the Pre's UI, but I definitely liked that you included that sort of level as to how specifically it was designed for mobile phones, or at least the one you selected (and I never said you couldn't limit it to a particular model so that's all fine by me).
Although one reason I liked this entry was because I figure it must be hard to reconcile the contraints of how little space you'd have to work with on an average mobile phone compared to how many card assets you'd likely need for a CCG. Granted, since you'd doing it on the Pre, I'm not sure how much it can handle so you may be fine there already. But I'd say it's something worth considering for your second strike... how to reconcile making something as art heavy as a CCG for mobile phone technology.
Especially as it's difficult to acertain from your post approximately how many 'cards' your game will have.