A companion app for the Marvel Champions Living Card Game to create a Roguelike campaign mode. Between games you will earn upgrades, level them up, and tend to your wounds.
- Select which sets, heroes, villains, and expansions you want to use
- Play a campaign of multiple games (missions) of Marvel Champions
- Choose from 1 of 3 upgrades before each mission
- Choose from two possible missions based on their villain and rewards
- Choose to either heal or level up your upgrades after a mission
You can view the demo at https://ShalePumpkin.github.io/RogueChampions
I do not plan to maintain this project, so I recommend you check out the forks: https://github.com/ShalePumpkin/RogueChampions/network/members
Feel free to edit the code and make your own version. See sections below for some guidance on adding content, but you'll have to dive into the code.
This project requires node and npm to be installed. It is built on VueJS and TypeScript.
- Clone the repo with `git clone [email protected]:ShalePumpkin/RogeuChampions.git
- Run
npm install
- Run
npm run server
- This should open the site in your browser
Set up your GitHub pages in your repo to use the gh-pages
branch. Then run npm run deploy
.
You can make changes in the src/consts
folder to add new heroes, upgrades, villains, and expansions.
You can view the structure of
When using the app, you need to select which expansions to enable. The app will only include cards and content from expansions you enable.
When adding new heroes, villains, and encounters, you also need to add the associated expansion in the src/contsts/expansions.ts
file.
You can add new encounter sets in src/encountersets.ts
file.
You can add new heroes to the src/heroes.ts
file. Make sure to also add the expansion they are from. Character packs count as expansions.
Upgrades are acquired after successful missions, and can be upgraded in between missions. The definition of an upgrade can be found in types/upgrade.ts
They are organized in the consts/upgrades
directory. Each hero has its own upgrade file in the heroes
subdirectory.
All upgrades must be imported in the consts/upgrades.ts
file.
There are generate
functions like generateExhaustedCardInPlay
or generateUpgradeCard
to easily create similar upgrades that might just deal with different cards.
Each mission you play has a set range of "difficulty" that it will fall into. The total difficulty of a mission is the sum of its components, with each Villain, Encounter Set, and Challenge having its own difficulty rating.
You can change the individual difficulties in the appropriate file in the src/consts folder.
To change how difficult the games start and how much their target scores go up by, consult the generateGameOptions
function.
MIT license