There's a card game that I have for my phone that Free To Play but limits how much you can play based on a real life timer. I love the mechanics, so I'm recreating this game (plus some enhancements of course) in Unity. It's 2D, so there won't be lighting/camera/shading issues hopefully. There aren't many tutorials on Unity in regards to TCG/CCG on YouTube, so I'm hoping to fill in some of this gap. I'm not a video content creator (yet) though, so part of the motivation of this blog is to keep some of my video ideas in blog form. I feel that since I'm going through these growing pains right now I'm uniquely qualified to teach from a beginner's standpoint.
Currently my card game has a backend engine/database and can create a random level 1-25 card with 1-5 "stars". My background is in application development, so I took the tact of writing "engine" code before I started really implementing things in Unity. Basically, this means I can play the game in a console without it rendering anything in a UI to the screen. I'm using an object oriented approach with a SQLite backend database to hold a lot of configuration information about my cards.
In the frontend my Unity scene can create a card with full details (health, attack, level, stars, artwork, card text) and place it in 1-5 predetermined positions on the screen. It can also clear the cards currently on the board. This may not sound like much, but it has been a month of working on it (not full time of course) and I couldn't be prouder of it so far!
My goals with this game are to create a working product that can be played by anyone (not just me)! This means working on polishing the game after it's "functionally complete". So many voices in the podcasts that I listen to that espouse the virtues of actually completing a game. I want to "make it clunky", meaning making it go "clunk" whenever someone clicks something or moves an asset. I want there to be both visual and audio feedback, and I want it to feel like a great game.
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