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Collectible Card Game with Multiplayer
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Collectible Card Game with Multiplayer
1. Look Dev for Cards
2. Look Dev for Game Area
3. Card Setup
4. Dynamic Card Elements
5. Card Types
6. IClickable
7. Strategy Pattern Encapsulation
8. Current Card Setup
9. Switching States On Actions
10. Area Context Logic
11. Player Architecture
12. Turns & Phases
13. Phase Viz
14. Resource Card
15. Resource Deck
16. Resource Logic & Consumption
17. Player Management
18. Console
19. Valid Phase
20. Flatfooted Cards
21. Battle Phase Actions
22. Player Stats Loading
23. Battle Resolve #1
24. Battle Resolve #2
25. Local Multiplayer
26. Pick Card From Deck
27. Card Blocking #1
28. Card Blocking #2
29. Card Blocking #3
30. Graveyard
31. Multiplayer Preparation
32. Matchmaking
33. Match References #1
34. Match References #2
35. Turns Sync
36. Card Operations Sync
37. Creature Card Sync
38. Battle Cards Synced
39. Battle Resolved Synced
40. Blocking Synced #1
41. Blocking Synced #2
42. Auto Phases Fixes #1
43. Online Turn Management #1
44. What's Next?
45. A New Beginning
46. Mouse Operations
47. Game Operations
48. Area Logic & ID Based Operations
49. Turn Management
50. Card Types Management
51. Combat!
52. Mouse Issues #1
53. Fixing Mouse Issues #2
54. Battle Instances
55. AI
56. Block Phase
57. SharpNet Connection
58. RPCs
59. Multiple Cards Fix
60. Deckbuilder
61. Network Decks
62. States Fix
63. Sync Block #1
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Collectible Card Game with Multiplayer
- Lesson 17 - Player Management
Let's create logic for switching player holders and ending turns / phases
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