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    Programming And Game Design For Deckbuilding Games

    Posted By: ELK1nG
    Programming And Game Design For Deckbuilding Games

    Programming And Game Design For Deckbuilding Games
    Published 5/2023
    MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz
    Language: English | Size: 2.27 GB | Duration: 5h 39m

    A Practical Course in Programming and Game Design for DeckBuilding Games

    What you'll learn

    Create a card system, with functions for drawing, shuffling, etc

    Create UI and animations to display cards and show action feedback, like card going from deck to hand, from hand to discard, being played, etc

    Create an Input system for the player be able to Select, Drag, Skip turn, etc

    Create units and simple stat systems, as well as interactions with those values

    Create a modular effect system for the cards, including different targeting mechanisms, costs and requirements to use

    Create a State Machine to control the flux of the game

    Create a modifier system to deal with status effects, artifacts, etc and how those alter the stats

    Requirements

    You need to have a good grasp on Programming Logic

    You need to have a good grasp on C#

    You need to have a good grasp on OOP

    You need to have knowledge of the Unity environment, equivalent to the course Game Development: Basic Games with C# and Unity 3D

    Description

    This course is designed for aspiring game developers who want to learn how to create card building games like Slay the Spire and Magic the Gathering. Students will learn the technical skills necessary to build a game from scratch, including programming, effects, targeting cards, and UI design.Learn all the way from developing the basics of a card system like having a deck, drawing and shuffling and then having complex modular targeting and effects systems to use on enemy units!So, very briefly, the course teaches how to create basic card system functions; card animations going from hand to deck, shuffling and others; player input like using cards and skipping turns; targeting enemies, your own units or all; requirements to use like energy cost; effect systems that cause damage, heals or gain block; a state machine to controle the flux of game like maintenance phase, draw phase, etc; modifier systems to have status effects like Vulnerable, which increases how much damage the unit takes.By the end of the course, students will have a solid understanding of how to design and program card building games, and will have a working prototype of their own card game. Whether you're interested in pursuing a career in game development or just want to build your own games for fun, this course is a great way to get started!

    Overview

    Section 1: Introduction

    Lecture 1 Introduction

    Lecture 2 Unity and Preparing the Environment

    Lecture 3 Text Editor

    Section 2: Setting up the Environment and UI

    Lecture 4 Creating the Project and Getting the Art

    Lecture 5 Creating the Card Prefab

    Lecture 6 Creating the Prefab Variants

    Lecture 7 Solving the Image Order Problem

    Lecture 8 Adding a Horizontal Layout

    Lecture 9 CardHolder

    Lecture 10 Creating the Deck

    Lecture 11 Moving the Cards

    Lecture 12 Rotating the Cards

    Lecture 13 Draw and Discard

    Lecture 14 Shuffling Cards back into the Deck

    Section 3: Beginning the Effect System

    Lecture 15 Using Interfaces

    Lecture 16 Using Different Child GameObjects

    Lecture 17 Discard After Playing

    Section 4: Inputs

    Lecture 18 Adding the Input System

    Lecture 19 Making the Card Selectable

    Lecture 20 Drag System

    Lecture 21 Drag System Pt. 2

    Lecture 22 Detecting When a Card is Used

    Lecture 23 Adding a Delay Between Card Movements

    Lecture 24 Automatically Shuffling

    Lecture 25 Effect When the Card is Used

    Section 5: Units, Effects and Targeting

    Lecture 26 Unit and Stats

    Lecture 27 Finding Sprites for the Units

    Lecture 28 CombatTester and Setting Initial Stats

    Lecture 29 Starting our Target System

    Lecture 30 ITarget

    Lecture 31 TargetPlayer

    Lecture 32 TargetAllEnemies

    Section 6: State Machine

    Lecture 33 StateMachine and State

    Lecture 34 Adding Functionality to the LoadState

    Lecture 35 Initializing Units

    Lecture 36 Units Queue and TurnBeginState

    Lecture 37 RecoveryState

    Lecture 38 Playing Cards in the Correct State

    Lecture 39 Ending Your Turn

    Lecture 40 Clicking Units

    Lecture 41 System for Playing Cards in Sequence

    Lecture 42 Adding the Possibility of Multiple Effects per Card

    Section 7: More Effects and Requirement System

    Lecture 43 TargetUnit

    Lecture 44 Visual Feedback for Pointing at an Unit

    Lecture 45 IPlayability

    Lecture 46 Spending Energy

    Lecture 47 Energy UI

    Lecture 48 Stats Get/Sets

    Lecture 49 Block Effect

    Lecture 50 Block Protecting From Damage

    Lecture 51 Victory and Loss Condition

    Lecture 52 Status Effect

    Lecture 53 Duration for Status Effects

    Lecture 54 Damage Modifier

    Lecture 55 Damage Modifier with Reference Type

    Lecture 56 Percentage Status Effect

    Lecture 57 Separating DoAttackDamage and TakeAttackDamage

    Lecture 58 Modifying Block Values

    Lecture 59 Mixing Stat Modifiers and the Percentage Effects

    Lecture 60 Changing ICardEffect to an Abstract Class

    Lecture 61 Applying Status Effects

    Lecture 62 Stacking

    Lecture 63 Disabling an Unit

    Section 8: Project Backup

    Lecture 64 Project Backup

    Game Developers,Recently Graduated Programmers,Programmers with little experience on games,Lovers of card games and deckbuilding games like Slay the Spire/Magic/etc