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30-Day Money-Back Guarantee

This course includes:

  • 15.5 hours on-demand video
  • 5 articles
  • 46 downloadable resources
  • Full lifetime access
  • Access on mobile and TV
Development Game Development Unity

Learn To Code Trading Card Game Battle System With Unity 3D

A comprehensive and easy to learn guide to crate a trading card game battle system with Unity 3D.
Rating: 4.5 out of 54.5 (1,039 ratings)
36,442 students
Created by Sandor Kiss, Vladimir Limarchenko
Last updated 10/2019
English
English [Auto]
30-Day Money-Back Guarantee

What you'll learn

  • Create beautiful custom cards and creatures for your game
  • Show enlarged previews when you are hovering over a card or a creature
  • Enable card rotation and design a custom card back
  • Highlight cards that your players can play and creatures that can attack this turn with glows around their border
  • 2 different ways to drag cards in trading card games: just dragging cards onto the battlefield area to play them, or dragging onto a specific target to cast spell or attack with creatures
  • Show targeting gizmo with an arrow and a target icon when attacking with creatures or casting spells
  • Create adaptive layouts for your player’s hand and table areas. We are not using pre-determined places for cards. All the creatures and cards will always remain centered
  • Make a Hearthsone-styled mana pool with 10 mana crystals. Players start the game with 0 mana and in the start of each turn they will receive 1 mana crystal
  • Create framed Hero portraits and round Hero Power buttons
  • Create a burning rope that will measure time left until the end of the turn
  • Create decks with variable thickness. The more cards your deck contains – the thicker it looks
  • Separate Visual and Logical part of your game (aka server – game client)
  • Create a simple system to manage, edit and create new cards, creatures or Hero classes
  • Manage turns in trading card games
  • Establish the most basic game mechanics of playing creatures and attacking opponent’s creatures or opponent’s Hero
  • Create custom effects for your spells and Hero Powers
  • Create diverse creature effects that might be triggered: when the creature enters the battlefield, when the creature dies, when the turn starts or ends or even when certain events occur in the game (like: when your Hero takes damage, draws a card, etc…)
  • Determine “game over” conditions and show some end game animations or events
  • Create a simple computer AI that will control opponent’s Hero

Course content

7 sections • 70 lectures • 15h 20m total length

  • Preview12:11
  • How to Watch This Course
    07:23

  • Introduction to Section 2
    07:29
  • Preparation
    08:32
  • Creating a Card Template with Unity UI
    15:38
  • Simple Decorations
    11:21
  • Creating a Face Side for a Spell Card
    17:16
  • Creating a Card Back and Adding Beautiful Text Outlines
    11:50
  • Card Rotation
    16:54
  • Editing Cards with Scriptable Object Assets
    13:51
  • Applying the Visual Appearance from a Card Asset onto a Single Card
    19:20
  • Card Glow and Creature Cards – Part 1
    08:09
  • Card Glow and Creature Cards – Part 2
    13:34

  • Introduction to Section 3
    06:07
  • Simple Dragging Script
    16:43
  • Advanced Dragging Script
    16:26
  • Creating Card Previews – Part 1
    11:49
  • Creating Card Previews – Part 2
    13:11
  • Making a Creature Game Object
    15:41
  • Making a Mana Pool – Part 1
    14:42
  • Making a Mana Pool – Part 2
    13:12
  • Making Player Portraits – Part 1
    09:29
  • Making Player Portraits – Part 2
    12:43
  • Creating a Burning Rope Timer
    17:02
  • Creating a 3D Deck with Variable Thickness
    12:38
  • Assembling the Battle Scene Layout
    11:45
  • Organizing Cards and Creatures
    13:50

  • Introduction to Section 4
    04:53
  • Separating Visual Presentation from Logic
    13:30
  • Introduction to Command System
    18:56
  • Command System – A Use Case Scenario
    16:05
  • Applying Visual Looks from a Card Asset onto a Creature
    11:03
  • Using Character Assets to Create Class Cards
    09:06
  • Applying the Info Stored in Character Asset to Player's Portrait
    07:27
  • Damage Effects – Part 1
    08:36
  • Damage Effects – Part 2
    17:12
  • Targeting System – Introduction
    15:50
  • Targeting System – Troubleshooting and Testing
    18:10
  • Message Manager
    12:29

  • Introduction to Section 5
    03:48
  • Adding All the Remaining Scripts
    13:58
  • Assembling Game Logic and Deck Shuffling
    14:44
  • Dragging Scripts and GlobalSettings.cs
    12:30
  • Turn Manager Script
    17:25
  • Rope Testing and Unity Events
    11:44
  • Card Scripts and ID System
    12:54
  • Creature Script
    18:38
  • Configuring Player Areas
    19:43
  • Table Script
    19:41
  • Hand Script
    26:17
  • Command System – Scripts of Individual Commands
    15:15
  • Decision Making in Dragging Scripts
    15:01
  • Testing Card Draw
    14:39
  • Testing Playing Creatures and Dragging Attack Target
    10:56
  • Testing Start Game Sequence
    15:28
  • Testing All the Basic Game Mechanics
    19:35

  • Introduction to Section 6
    05:04
  • Spell Effects and Hero Power Effects
    22:19
  • Creature Effects – Part 1
    17:31
  • Creature Effects – Part 2
    12:05
  • Game Over Condition and Restarting the Game
    19:33
  • Computer AI
    25:00
  • Player Class: Detailed Overview – Part 1
    20:37
  • Player Class: Detailed Overview – Part 2
    18:21
  • Conclusion
    14:53

  • Credits
    01:07
  • Saved Projects
    00:02
  • All Scripts
    00:02
  • Slides
    00:02
  • Additional Materials
    00:02

Requirements

  • First couple of Sections in this course are very beginner friendly. In these Sections we spend most of the time working in Unity Editor. So anyone can learn how to make and rotate cards, create other visual elements that are used in this game.
  • In Sections 4-6 we use some advanced scripting techniques to establish all the processes that happen in our game Logic, write AI scripts and so on. So for the final lectures of this course it is best if you have some previous experience with C#. I try to explain everything that I am doing as much as I can.
  • You should install the latest version of Unity3D to work on this course and open example projects that are provided with this course (to develop this game I used Unity 5.4 beta, so any version of Unity after 5.4 will do).

Description

This course provides a full guide on trading card game battle mechanics.

The material in this course is divided into 6 Sections. Section 1 features a short introduction to the course. 

In Section 2 we will focus on making cards. We will use Unity UI features to create both faces and card backs of our cards. Spell cards and creature cards will be designed a bit differently. Creature cards will have distinctive oval frames around creature images. You will learn how to rotate cards that are made with Unity UI properly. We will do some scripting to make a simple system that will allow us to create and edit our cards as assets in Unity.

In Section 3 we will continue working on different visual elements: mana pools, rope timer, hero portraits, end turn button and so on. By the end of this Section we will assemble a visual layout of our Battle Scene that our players will see in the final version of the game. We will also explore several scripts that will help us drag cards in the game, organize and display enlarged previews of cards and creatures.

In Section 4 we will prepare our project for bringing in all the scripts that will handle Logic in our game. We`ll start by taking a look at a small slideshow that will explain the relationship between Visual and Logical parts of our game. We`ll add several new Visual features – Damage Effects that will display amounts of damage taken by creatures or heroes in the game, a simple system that will show messages in the start of each turn and targeted dragging for spell cards and creature attacks.

Section 5 is the most complicated Section of this course in terms of scripting. We`ll bring all the remaining scripts, including all the Logic scripts into our project. Our goal for this Section is to establish the most basic game mechanics of drawing cards from deck, playing creatures onto the battlefield and attacking either our opponent`s hero or his creatures. We will also discuss turn management and test our burning rope timer.

In the final section of this course you will learn to create spell and creature effects for your game. Creature effects might be caused when the creature enters the battlefield, when the creature dies, when the turn starts or ends or even when certain events occur in the game (like: when your Hero takes damage, draws a card, etc…). We will also take a look at a simple AI script that will control our opponent`s behavior and let us play this game against the computer.

I have tried to save the project that I was working in as often as I can so that you can easily pick up the material from any point in this course. All these assets that are used to create cards, creatures, hero powers and other game elements are free for commercial use and available for download with this course. You can find detailed info on art and scripting assets and links to some other useful resources in the Credits file that you can download with this course.

Who this course is for:

  • This course is for trading card game enthusiasts and for people who are interested in making card games like Hearthstone and Magic the Gathering. It will help you both build your own trading card game and explore what happens behind the scenes in your favorite trading card games.

Instructors

Sandor Kiss
Teaching 500,000+ Students, Performance Marketer
Sandor Kiss
  • 4.2 Instructor Rating
  • 25,146 Reviews
  • 608,957 Students
  • 131 Courses

Hi, I'm Sandor!

I am passionate entrepreneur and performance marketer with ten thousands happy students.

Let me tell you my story...

At the age of 16, I founded my first online business. After being a full-time CPA marketer for more than 5 years, I decided to shift gears and use my skills to build companies.

Ever since, I have been lucky enough to do what I love the most: entrepreneurship, travelling the world, pushing my comfort zone and discovering things that I couldn't learn in the classroom.

One year ago, I decided to take the next step and share my knowledge with those who are ready to start their own business. This decision brought me to Udemy, where I am able to combine my biggest talents: entrepreneurship, marketing and teaching.

My teaching philosophy on Udemy is simple: I am crafting trainings that I wish I had available to me when I started my first company.

My courses serve a very important goal: helping you to transform your life and becoming a successful entrepreneur and marketer.

I've seen the impact a solid business can have on someone's life. That's why I can only encourage you not to miss out on this opportunity.

As of today, I've sold more than 400,000 trainings, established multiple successful online businesses and coached hundreds of students.

So, that's my story. But now, I just want to ask you a simple question.

Do you want some help?

Do you want to establish your own business, become an entrepreneur or simply generate more revenue from your current business?

Great, because I am sure I am going to be able to help you. Feel free to check out my course portfolio and let's see if we can work together.

Best Regards,

Sandor Kiss

Vladimir Limarchenko
Game Developer, Unity3d and C#
Vladimir Limarchenko
  • 4.4 Instructor Rating
  • 1,225 Reviews
  • 66,571 Students
  • 3 Courses

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. 


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