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	Collectible Card Game with Multiplayer 
	
 
	
		
			NOW PATREON EXCLUSIVE
Let's create a collectible card game, covering tops ranging from simple interactions / multiplayer and databases.
		 
	 
	 
	Course Lessons
		
		Course  contains 63 lessons.
	
	
		
			
				
				
					Let's see how our cards will look				
			 
		 
		 
		
		
			
				
				
					Let's see where our cards will shed blood!				
			 
		 
		 
		
		
			
				
				
					Let's see the architecture for our cards				
			 
		 
		 
		
		
			
				
				
					Now let's do the card setup the proper way, with dynamic card elements				
			 
		 
		 
		
		
			
				
				
					Let's see how to have different card types and doing it dynamically so we can add or remove types without hassle				
			 
		 
		 
		
		
			
				
				
					In this world dominated by clicks, we need to know what is actually clickable and how to encapsulate all that logic.				
			 
		 
		 
		
		
			
				
				
					Let's encapsulate further with the strategy pattern thus making different context for the same scripts				
			 
		 
		 
		
		
			
				
				
					Let's write the logic for assigning our current card				
			 
		 
		 
		
		
			
				
				
					We need multiple sub states on the current state of the player, let's make a finite state machine (though without visualizing it for now)				
			 
		 
		 
		
		
			
				
				
					Let's create drop areas with different contexts				
			 
		 
		 
		
		
			
				
				
					Let's build the architecture for holding player data and usage				
			 
		 
		 
		
		
			
				
				
					Let's create the architecture for our game Turns and their phases.				
			 
		 
		 
		
		
			
				
				
					Let's take some time and visualize the current phase for our own sanity.				
			 
		 
		 
		
		
			
				
				
					Let's create the "resource card" type where it's going to be our virtual coin for the match.				
			 
		 
		 
		
		
			
				
				
					Let's start stacking our resource cards				
			 
		 
		 
		
		
			
				
				
					Let's start building rules for our game. First off, every card will have a cost which when played consumes a resource card for this turn.				
			 
		 
		 
		
		
			
				
				
					Let's create logic for switching player holders and ending turns / phases				
			 
		 
		 
		
		
			
				
				
					Let's create a console to log events				
			 
		 
		 
		
		
			
				
				
					Let's add more logic to our phases to know if we can skip them or not				
			 
		 
		 
		
		
			
				
				
					We need to wait a turn to use cards we just dropped, thus we need to create the logic for "flatfooted" cards and resetting them				
			 
		 
		 
		
		
			
				
				
					Let's select which cards are able to attack this turn				
			 
		 
		 
		
		
			
				
				
					Let's setup the stats for each player and how we load/visualize them				
			 
		 
		 
		
		
			
				
				
					Let's battle it out with our enemy, #1				
			 
		 
		 
		
		
			
				
				
					Let's battle it out with our enemy, #2				
			 
		 
		 
		
		
			
				
				
					Let's multiplay with our selves locally 				
			 
		 
		 
		
		
			
				
				
					Let's make the logic that will allow us to pick a new card from our deck				
			 
		 
		 
		
		
		 
		
		
		 
		
		
		 
		
		
			
				
				
					Let's make a place to put our dead cards				
			 
		 
		 
		
		
			
				
				
					Let's prepare a few things to start working on our multiplayer				
			 
		 
		 
		
		
			
				
				
					Can't have a match without an opponent.				
			 
		 
		 
		
		
			
				
				
					Let's start syncing references and creating the setup for an actual match to start				
			 
		 
		 
		
		
		 
		
		
			
				
				
					Let's synchronize the turns for all players across the network				
			 
		 
		 
		
		
			
				
				
					Let's sync card operations on our network, this is a major step forward for building the multiplayer parts of the game. We also have authoritative card instances and operations				
			 
		 
		 
		
		
			
				
				
					Let's sync using our creature cards over the network				
			 
		 
		 
		
		
			
				
				
					To battle! Which is now also synced across clients				
			 
		 
		 
		
		
			
				
				
					Let's sync our battle resolve phase across clients				
			 
		 
		 
		
		
			
				
				
					Let's sync our block logic for the attacking cards				
			 
		 
		 
		
		
		 
		
		
			
				
				
					Set phases to auto, we need to do some fixing! 				
			 
		 
		 
		
		
			
				
				
					Let's refactor how we handle our turns				
			 
		 
		 
		
		
		 
		
		
			
				
				
					It's not a Star Wars title, it's actually a new refactor! I explain my reasons in the video :D				
			 
		 
		 
		
		
			
				
				
					Let's see how we are going to be picking up cards 				
			 
		 
		 
		
		
			
				
				
					Let's start building our game logic				
			 
		 
		 
		
		
			
				
				
					Let's see how to handle the interactions with the game area and our cards and change our approach from object based references to Id ones				
			 
		 
		 
		
		
			
				
				
					Let's start building our turn system around operations				
			 
		 
		 
		
		
			
				
				
					Let's setup our cards and their different behaviors by type				
			 
		 
		 
		
		
			
				
				
					Let's bring back our combat mechanics!				
			 
		 
		 
		
		
			
				
				
					Let's try and fix our mouse issues #1				
			 
		 
		 
		
		
		 
		
		
			
				
				
					Let's setup a better framework for battle instances				
			 
		 
		 
		
		
			
				
				
					Let's create some artificial intelligence for our game				
			 
		 
		 
		
		
			
				
				
					Let's create the block phase now!				
			 
		 
		 
		
		
			
				
				
					Let's see the first steps into having a multiplayer game and create our first RPCs 				
			 
		 
		 
		
		
			
				
				
					Let's send messaged via the network				
			 
		 
		 
		
		
		 
		
		
			
				
				
					So let's see how to make a deck builder for the game				
			 
		 
		 
		
		
			
				
				
					Let's sync our decks across the network				
			 
		 
		 
		
		
			
				
				
					Let's fix the deadlock that's happening when two players are starting combat and one can block				
			 
		 
		 
		
		
			
				
				
					Let's synchronize our block over the network