Day 2
Today's focus was on the card game battles. I had to refactor the proof of concept a bit to hook the card playing into the GameManager instead of just tossing GameObjects around between panels. Now when a card is played it actually sends an event back to the GM which then processes the card and spawns a new child on the tabletop. This should give me the control needed on the played cards and any side effects that might happen. The biggest issue I'm seeing is that only about 6 cards fit on the table, which is not nearly enough. After wasting a good 2 hours on trying to scale things, I'm now leaning toward making a secondary MiniCard representation that will be used for cards in play. It will just display the image and title so it takes up less than half the space. I figure this way I can get closer to 15-20 cards onto the tabletop, which I think will be ok.
Accomplishments:
- Layout and UI for the card battle elements
- Some card art
- Card playing mechanism
To-Dos:
- Mini-card representation
- Basic yield/cost mechanics
- Actions
- Damage mechanism
- Basic playable AI
- Combat winning and transition back to map
Get Run the Rings - Classic
Run the Rings - Classic
Deck builder roguelike space game with ANSI art graphics
Status | Released |
Authors | SlightlyMadman, mikefictitious |
Genre | Strategy, Card Game |
Tags | Deck Building, Roguelike, Roguelite, Turn-based, Turn-Based Combat, Turn-based Strategy |
More posts
- New v1.2 (beta) UpdateMar 19, 2022
- Update v1.1Mar 16, 2022
- 7DRL 2022 SubmissionMar 13, 2022
- Day 7Mar 13, 2022
- Day 6Mar 13, 2022
- Day 5Mar 13, 2022
- Day 4Mar 13, 2022
- Day 1Mar 13, 2022
- Day 3Mar 13, 2022
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