Develop Trading Card Game Battle System With Unity 3D: Part XXII (Player Class & Conclusions) | Vladimir Limarchenko | Skillshare

Develop Trading Card Game Battle System With Unity 3D: Part XXII (Player Class & Conclusions)

Vladimir Limarchenko, Game Developer, Unity3d and C#

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3 Videos (54m)
    • Player Class Detailed Overview

    • Player Class Detailed Overview – Part 2

    • Conclusions


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 final class we'll take a closer more detailed look at the Player.cs class, which describes our heroes and everything that they can do in the game.

We also introduce several important fixes to our code:

  • Minor enhancements to properties for Health and Mana in Player.cs class that will avoid overflow.
  • Fixing an error with creature effects that was causing the effect in the end of the turn to be caused even after the creature died.

In the last video we'll discuss how to approach adding more features to this game that are not entirely covered in this course:

  • Turn your damage effects into healing effects and create new spells and creatures that will heal other characters.
  • How to approach making menus with deck building and hero class selection.

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".





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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...

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