outfrost / deckswipe Goto Github PK
View Code? Open in Web Editor NEWSingle player card game skeleton based on Reigns and Lapse
License: MIT License
Single player card game skeleton based on Reigns and Lapse
License: MIT License
Prepare a scene where functional visual elements of the game can be placed and immediately tested.
Some cards can only be shown to the player once some other card has been shown already or some particular decision has been made with another card.
Hi outfrost,
There seems to be a problem when loading the google sheets which make the project not playable. Is there any way you could fix it ?
thanks
The stat bars should display visual indications of the stat modification of an action, before said action is taken.
Example:
- Stats are at 16, 16, 16, 16.
- A card is drawn. Its left action outcume contains a stat modification of -2, 0, 4, 0.
- When the player grabs the card and drags it a bit to the left:
- The 1st (coal) stat bar should show the difference between 16 and 16-2 in a different colour, e.g. pale red
- The 3rd (health) bar should show the difference between 16+4 and 16 in a different colour, e.g. pale green
- When the player drags the card back to centre, the indications should fade back out.
Right now there is no way for the player to tell what consequences an action will have until it's taken.
Hi , I have a error
This Line -> Card card = cardStorage.ForId(entry.id);
NullReferenceException: Object reference not set to an instance of an object
DeckSwipe.Gamestate.GameProgress.AttachReferences (DeckSwipe.Gamestate.CardStorage cardStorage) (at Assets/DeckSwipe/Gamestate/GameProgress.cs:24)
DeckSwipe.Gamestate.Persistence.ProgressStorage+<Load>d__12.MoveNext () (at Assets/DeckSwipe/Gamestate/Persistence/ProgressStorage.cs:44)
Right now stat bars are just that - bars with no description. Add graphics to represent what they mean.
Change the 4 basic gameplay stats
from Heat
, Food
, Hope
, Materials
to Coal
, Food
, Health
, Hope
.
Right now both regular cards, and specials such as game over cards, use the same Card
class and the same sheet format. It has got a little inconvenient in the code, so it would probably be better if they were split apart.
Have the game automatically fetch card information from a Google Sheets spreadsheet and build its internal set of cards.
Design a way to save player's progress that's compatible with the Google Play Games API.
Because the ingame date (daysPassed
) is updated when a card is drawn, as opposed to when an action is taken, the player can just repeatedly open and close the game to advance time however much they want.
Some cards initiate a series of events (represented by other cards) that need to be played out in sequence, either one after another, or within a certain amount of turns.
E.g. 'Days in power' in current gameplay run
When a game is started (after date is shown, before the first card is drawn), there should be an animation of the deck of cards being dropped in front of the player, optionally being shuffled in the process. Right now the deck (represented by one dummy card) is just there all the time.
Find a typeface better suited for the game
Need a general refresh + instructions on how to get the Google Sheets import working locally.
Spawn new cards for the player - at the start of the game and after each card action; at random and according to rules from previous cards.
Create the primary gameplay stats and their UI visualisations, and make them respond to card actions
Create a screen, on which the game will start and load content. This should be where leaving gameplay using Back
should bring the player (#9), and this is where the player can start or resume their gameplay, or view their progress.
The game needs good sprites for the front and back of a card (without the character). Right now it uses Unity's panel background as a placeholder.
Determine how individual cards should be represented in the game's memory and, consequently, what their import data should look like.
Make it possible to lose the game in a custom way depending on cause.
Make the game exit after one or more presses of the Back button.
The game needs to show the player a question or challenge associated with the card, the characted behind it (their name and probably a picture) and the text for the two possible choices.
Best reproducible by repeatedly dragging a card in the middle of its converging animation.
Dragging a card keeps the Z constant, but the smooth animation doesn't - probably the cause.
Right now the player is dropped straight into gameplay, and when the game restarts, it's not very obvious that it does. We need some sort of special screen telling the player that a new game is starting (perhaps like in Lapse with the current year) or an animated sequence that will make it clear.
Probably a file resource that gets embedded in a build.
Certain cards should give the player status effects when one (or both) of the actions is taken. Status effects influence how other cards' stats modifications work from that point on, for a limited number of turns or indefinitely.
Basic gameplay animations: swiping cards left and right, drawing a new card, shuffling the deck
Spaghet is afoot... Don't let your guard down.
Hello sir, First of all ty for this awesome opportunity to learn. Can you give an example to use card Prerequisite?. For example, a card can only be drawn when Another card responded with left action before.
Right now input is handled through my own InputDispatcher
+ UnityEngine.Input
, as well as MonoBehaviour.BeginDrag()
et al. I think it would be a good idea to switch to the new InputSystem
, as it's easier to configure, and provides a callback mechanism out of the box (though not entirely clear to me yet).
Currently, a dummy card with a prerequisite on itself is necessary to make other cards not randomly drawable (i.e. usable only as followups). A simple fix for this will be the introduction of a drawable
field in the card model.
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