Develop Trading Card Game Battle System With Unity 3D: Part X (Assembling the Battle Scene Layout)

Vladimir Limarchenko, Game Developer, Unity3d and C#

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2 Videos (26m)
    • Assembling the Battle Scene Layout

    • Organizing Cards and Creatures


About This Class

In this class/series we set an ambitious goal of developing our own trading card game with Unity3d and C#, mostly focusing on card game battle mechanics.

In this class we`ll organize all the elements of our future battle scene. There are 2 orientations that are most intuitive: player in the lower part of the screen and his opponent on top of the screen (Hearthstone style) and the second option – player on the left and his opponent on the right (Heroes of Might and Magic style, even though it`s not a card game). In some cases, other combinations (player on top, opponent below; player on the right, opponent on the left; some diagonal combinations) are also justifiable if they reinforce the main concept of your game. We`ll use the Hearthstone style of organizing everything and position our player`s portraits, mana pools and decks accordingly. We`ll put the burning rope timer in the middle of the screen.

In the second part of this class we`ll make a dynamic system of slots that will define positions both for cards in our players` hands and for creatures on our players` tables. This setup will help us manage cards and creatures and make sure that they are self-aligned and remain closer to the center of the screen.

With this class you will gain access to a compete, fully functional Unity project that is an example of a card game battle. The game mechanics are somewhat similar to Hearthstone: custom spells, hero powers, creature effects and so on.

Additional information:

  • The files showed in the course are downloadable from the link that you can find in the "Class Project".
  • The next class of this series will be published on 2016.12.23.





Vladimir Limarchenko

Game Developer, Unity3d and C#

I am a Unity3d and C# developer with about 2,5 years of experience in game development. I also have a scientific background. I got a Ph.D. in Theoretical Mechanics in 2014, but then decided to pursue my childhood dream of becoming a game developer. I'm mostly interested in making 2D games. In my opinion, a perfect game should have some tactical or puzzle element to it. 

Over the last couple of years I've also worked as an instructor and created several courses on game development. Some of the topics of my courses are: making a 2048 game, building quiz apps, creating a simple virtual pet game, animating 2d characters, building an in-game character customization system.

I'm always willing to experiment and work on some interesting and challenging game mechanics.