
Installing the proper version of unity and creating the project.
Creating a visual card prefab from a collection of modular sprites.
Making our card to be data-driven using ScriptableObjects, and talking about the advantages of doing so.
We introduce the ways that you can get help, support and contribute to the community.
Any time we change our project during a lecture we will commit that change to a public source control repository for students to access. In this video, we show you how to access that content.
Creating the basic for our deck and a basic function to draw cards.
Adding a card back and a way to stack them up in our deck to visually represent the amount of undrawn cards.
Creating a hover functionality which expands the card view, like it’s being inspected.
Building a visual player hand and a corresponding script to hold cards and dynamically draw them.
Adding a shuffle function and explaining the Fisher-Yates shuffle algorithm.
Learn how to make cards follow mouse with click and drag, and how to make them properly snap back into position.
Creating a basic play zone to respond to cards, and explaining GetComponent vs TryGetComponent.
Adding a discard pile to our scene along with discarding functionality and stacking visuals.
Locking the discard pile from interaction and fixing a bug created from discarding.
Adding click to draw plus repositioning of the player’s hand upon drawing and discarding cards.
Some project and scene cleanup to wrap up the section.
An introduction to event-driven systems by building a basic play card playing event-flow.
Implementing an attack and attack animation using the new event-driven system.
Adding a healing functionality and a new health component for our units. Ex
Adding an opposing enemy sprite to represent a boss. Also adding a way to damage and kill that boss.
Implementing the basic structure of the turn system, which alternates between the player and boss.
Locking down the player’s hand during the boss’s turn and finishing our main turn system loop.
Adding functionality for player to take damage and die.
Creating game-responsive health bars which moves with the units.
Setting up the game class to restart game upon losing or winning, and also to display text.
Creating and implementing a singleton class, as well as explaining the pros/cons of the design pattern.
Changing the game flow to rely on actions spent, and utilizing the action costs from cardData.
Decoupling the deck from the hand. Make drawing consume actions, and locking down the deck during the Boss turn.
Reshuffling the cards into our deck from the discard pile.
Centralizing the audio system and implementing several sound effects triggered by events
Upgrading the turn system to be more manageable.
Creating visuals for both the player and boss turns with a countdown timer between them.
Creating some new cards, fixing some bugs, and adding fun new visuals.
Creating the first part of the deck builder with a UI representing available cards.
Creating and loading card data into a tabular format for the deck builder.
Setting up card removal in the deck builder.
Creating a proper deck manager to hold the deck, along with the ability to add new cards.
Adding a main menu scene and buttons to move between scenes at runtime.
Making the deck state persist between scenes.
Some visual additions before ending off the section.
Fixing a bug where the player can double attack, and adding enhancements to the card such as VFX and a lingering effect.
Adding some final visual fun to the game.
Love card games like Slay the Spire? This is the course for you.
You'll build a fully playable PvE card battler in Unity 6, complete with a working deck, a player hand that feels good to use, and a turn-based system that pits you against a boss who hits back.
"I want to build a card game. But how do all the pieces actually talk to each other?"
If you've ever stared at a blank Unity scene wondering how a card game is supposed to work without turning into spaghetti, you're in the right place.
Card battlers are one of the most satisfying genres to build, because every system connects. Drawing cards, triggering effects, managing turns, building combos. When it all clicks, it feels like magic. But get the architecture wrong early and you'll spend more time untangling code than making a game.
This course shows you the right way to build it from the start.
You'll use ScriptableObjects to make every card data-driven, and C# Events to keep your systems clean and extensible.
Then you'll go further. A full deck builder scene lets you browse your card collection and customise your deck, and those changes carry through into combat. The deck you build is the deck you fight with.
And then there's the moment it all comes together.
You drag a card onto the field. A sound fires. A visual effect plays. The card slides to the discard pile. Your boss reacts. You built every piece of that, and you know exactly how to do it again.
Enrol now and build your card game.