In my CardConquest blog series, I created a multiplayer game in Unity that uses Mirror for the multiplayer networking stuff. Mirror works great, especially when testing locally or on my home network. Things get a little more complicated when you want to create a game for people to join on the internet. Using Mirror and…
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!
In my previous two posts I worked on making the “Unit Placement” phase work in multiplayer. Now, it’s time to do the same for Unit Movement!
In this post, I hope to get the following done: 1.) Update the PutUnitsInUnitBox function in GameplayManager 2.) Update unit placement/movement so it is verified by the server 3.) Create a “Ready Up” system that will have the server advance the phase after all players are ready