So this is my first time releasing information about this publicly :p. I've been working on this off and on for a couple of months now (my progress is pretty slow, I haven't been dedicated as of late) but I think I have a pretty good base set up (read on for details). This is an original trading card game of my own design implemented into Minecraft.
Totem Card - The resource in the game. Also, each provides a once per turn bonus during the totem phase (only one bonus per turn, being chosen from the pool of bonuses available from totem cards). Four Totem cards can be played per player, per turn. Can be destroyed, as common as monster cards
Monster Card - Summoned during the Play Phase. Monsters can take up to three resources to summon. Monsters can not attack the turn they are summoned unless they have haste. They have health and attack, some have abilities, most have cool descriptions.
Spell Card - Set during the Play Phase. Spell cards can be spells that are played during the Spell Phase, or traps that auto-activate when certain criteria are met.
Will write more later, getting tired of doing this right now
Listed as 'item (difficulty, reason/explanation)'. Basically here for my own note and for keeping track. difficulty == time, so expect less difficult tasks done sooner.
Card Pack System
Card Storage System
Game Table multiplayer support (hard, having problems figuring this out, might be on to something)
Game Table GUI (medium, GUIs suck, are just time consuming)
Game Table Game Logic (medium, I have a basic idea of how to do this, but not there yet)
Currency System (easy, but takes time. Awarded on PvP wins and exchanged for card packs)
More Cards (easy, have to make a lot of art though)
Optimize card texture loading
Bug test EVERYTHING
Ability for moderators to be able to control economy (/pay, /take etc.)
Make an AI for bot games (That's gonna be hard..)
Everything at a glance
Spell card Inspection GUI (early WIP), notice card rarity in top right corner. will make rarity table later.
Monster card Inspection GUI (early WIP) Bottom left is health, bottom right is attack. Description and powers will go in the middle area soon.
Card Stack GUI (WIP) damage value displays how full the inventory is. A card stack holds ten cards. This is an effective and easy way to organize cards, as inventories are saved safely, as well as reducing inventory space taken by all your cards, while still being able to access them at any time. You will be able to name these for organization later.
Card Deck GUI (WIP) Damage value represents the amount of cards total that it holds. A Card Deck holds four Card Stacks, thus making it carry 40 cards in a single inventory slot, but you can still get to any single card you own in as little as 3 open inventory slots. You will be able to name these for organization later.
Game Stage (early WIP) too complicated to explain via text, sorry. Let me know if this is ugly or not if you could?