My CardConquest game is now available on Steam as part of the Stalks Stalks Stalks deal of a lifetime (free). When you launch Stalks Stalks Stalks from your steam library, you should now be prompted to choose which game to launch Both games are available on Windows, Linux, and MacOS. It turns out, it is…
All posts in CardConquest
CardConquest Unity Multiplayer GameDev Blog #28: Using Steamworks + Mirror for Multiplayer Lobbies!
After I got CardConquest to a “playable” state with most of the gameplay features I wanted added (if not really “refined”), I wanted to add something to make multiplayer easier. Before, in order to play CardConquest, the easiest way to be on the same local network as your opponent. If you wanted to player over…
CardConquest Unity Multiplayer GameDev Blog #27: Commander Selection, More Cards, and More Abilities!
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.…
CardConquest Unity Multiplayer GameDev Blog #26: Card Special Abilities
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…
CardConquest Unity Multiplayer GameDev Blog #25: Reinforcements
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…
CardConquest Unity Multiplayer GameDev Blog and Tutorial #24: Ending The Game
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.
CardConquest Unity Multiplayer GameDev Blog and Tutorial #23: The Discard Pile
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.
CardConquest Unity Multiplayer GameDev Blog #22: Retreating Units
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.
CardConquest Unity Multiplayer GameDev Blog #21: The Results of the Battle
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
CardConquest Unity Multiplayer GameDev Blog #20: Choosing a Card for Battles
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!