Collectible Card Game with Multiplayer


Let's create a collectible card game, covering tops ranging from simple interactions / multiplayer and databases.


Course Lessons
Course contains 21 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