One feature I have been wanting to add to CardConquest is to allow for players to choose from at least 2 different “characters.” I ended up calling these “commanders,” and created two commanders for the players to choose from: Infantry Commander Tank Commander The new commanders will have different sets of cards and different armies.…
A new feature has been added to CardConquest! That new feature is that some cards will have “special abilities” (and others will not). The special ability will be some sort of condition that will need to be meet during the battle a card is played. If the condition is met, the player benefits in some…
First, I want to say that this is now just a “GameDev” blog and not a “GameDev and Tutorial” blog post. I enjoyed writing out my prior posts as “tutorials” and going through all the code and Unity editor stuff step by step, but those posts took a very, very long time for me to…
It is now time to work on ending the game. Ending!? Playing a complete game? Making something that could actually be called a game? Yes, it is a surprise to me as well that this is happening.
So far in CardConquest, when a player plays a card in a battle, that card is discarded after the battle. The player only has five cards, though, so they quickly run out of them as they play. The player also has to play a card in a battle. So, what happens after the player plays all five of their cards? Well, it’s pretty simple, actually: the discard pile will be put back into their hand and it starts over.
the actual “Retreat Units” phase will be created. This will detect when a player or players need to retreat their units, enforce where they can retreat, and then move onto the next battle. If there are no more battles, to fight, the game will return to the Unit Movement phase.
It’s time to display those results to the players. I will want to do the following: 1.) Determine how many, if any units will be destroyed in the battle, 2.) Display the battle results to the players, and 3.) When the “Battle Results” turn ends, discard player cards and destroy units that were lost
In this rousing round of CardConquest game development, I want to allow players to select what card they will player for a battle. The card the player chooses will affect their army’s “power” number, and the player with the most power will win the battle! This will be a fairly important component of the game!
Currently in CardConquest, players can move their units a distance of 1 land tile and then advance to the next turn. If players put their units on the same land tile and the turn advances, things get a little…strange visually but not really happens. What I want to have happen, though, is that two players move units onto the same land tile, the game will detect that and declare a “Battle” that will need to be fought.
The next step in making the Unit Movement phase work in multiplayer is to allow players to view the cards of their opponents. That means new UI! New code! New scripts! Yay!