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Programming and Game Design for DeckBuilding Games

  • Development
  • May 10, 2025
SynopsisProgramming and Game Design for DeckBuilding Games, available...
Programming and Game Design for DeckBuilding Games  No.1

Programming and Game Design for DeckBuilding Games, available at $84.99, has an average rating of 4.72, with 64 lectures, based on 9 reviews, and has 125 subscribers.

You will learn about Create a card system, with functions for drawing, shuffling, etc Create UI and animations to display cards and show action feedback, like card going from deck to hand, from hand to discard, being played, etc Create an Input system for the player be able to Select, Drag, Skip turn, etc Create units and simple stat systems, as well as interactions with those values Create a modular effect system for the cards, including different targeting mechanisms, costs and requirements to use Create a State Machine to control the flux of the game Create a modifier system to deal with status effects, artifacts, etc and how those alter the stats This course is ideal for individuals who are Game Developers or Recently Graduated Programmers or Programmers with little experience on games or Lovers of card games and deckbuilding games like Slay the Spire/Magic/etc It is particularly useful for Game Developers or Recently Graduated Programmers or Programmers with little experience on games or Lovers of card games and deckbuilding games like Slay the Spire/Magic/etc.

Enroll now: Programming and Game Design for DeckBuilding Games

Summary

Title: Programming and Game Design for DeckBuilding Games

Price: $84.99

Average Rating: 4.72

Number of Lectures: 64

Number of Published Lectures: 64

Number of Curriculum Items: 64

Number of Published Curriculum Objects: 64

Original Price: $22.99

Quality Status: approved

Status: Live

What You Will Learn

  • Create a card system, with functions for drawing, shuffling, etc
  • Create UI and animations to display cards and show action feedback, like card going from deck to hand, from hand to discard, being played, etc
  • Create an Input system for the player be able to Select, Drag, Skip turn, etc
  • Create units and simple stat systems, as well as interactions with those values
  • Create a modular effect system for the cards, including different targeting mechanisms, costs and requirements to use
  • Create a State Machine to control the flux of the game
  • Create a modifier system to deal with status effects, artifacts, etc and how those alter the stats
  • Who Should Attend

  • Game Developers
  • Recently Graduated Programmers
  • Programmers with little experience on games
  • Lovers of card games and deckbuilding games like Slay the Spire/Magic/etc
  • Target Audiences

  • Game Developers
  • Recently Graduated Programmers
  • Programmers with little experience on games
  • Lovers of card games and deckbuilding games like Slay the Spire/Magic/etc
  • This course is designed for aspiring game developers who want to learn how to create card building games like Slay the Spire and Magic the Gathering. Students will learn the technical skills necessary to build a game from scratch, including programming, effects, targeting cards, and UI design.

    Learn all the way from developing the basics of a card system like having a deck, drawing and shuffling and then having complex modular targeting and effects systems to use on enemy units!

    So, very briefly, the course teaches how to create basic card system functions; card animations going from hand to deck, shuffling and others; player input like using cards and skipping turns; targeting enemies, your own units or all; requirements to use like energy cost; effect systems that cause damage, heals or gain block; a state machine to controle the flux of game like maintenance phase, draw phase, etc; modifier systems to have status effects like Vulnerable, which increases how much damage the unit takes.

    By the end of the course, students will have a solid understanding of how to design and program card building games, and will have a working prototype of their own card game. Whether you’re interested in pursuing a career in game development or just want to build your own games for fun, this course is a great way to get started!

    Course Curriculum

    Chapter 1: Introduction

    Lecture 1: Introduction

    Lecture 2: Unity and Preparing the Environment

    Lecture 3: Text Editor

    Chapter 2: Setting up the Environment and UI

    Lecture 1: Creating the Project and Getting the Art

    Lecture 2: Creating the Card Prefab

    Lecture 3: Creating the Prefab Variants

    Lecture 4: Solving the Image Order Problem

    Lecture 5: Adding a Horizontal Layout

    Lecture 6: CardHolder

    Lecture 7: Creating the Deck

    Lecture 8: Moving the Cards

    Lecture 9: Rotating the Cards

    Lecture 10: Draw and Discard

    Lecture 11: Shuffling Cards back into the Deck

    Chapter 3: Beginning the Effect System

    Lecture 1: Using Interfaces

    Lecture 2: Using Different Child GameObjects

    Lecture 3: Discard After Playing

    Chapter 4: Inputs

    Lecture 1: Adding the Input System

    Lecture 2: Making the Card Selectable

    Lecture 3: Drag System

    Lecture 4: Drag System Pt. 2

    Lecture 5: Detecting When a Card is Used

    Lecture 6: Adding a Delay Between Card Movements

    Lecture 7: Automatically Shuffling

    Lecture 8: Effect When the Card is Used

    Chapter 5: Units, Effects and Targeting

    Lecture 1: Unit and Stats

    Lecture 2: Finding Sprites for the Units

    Lecture 3: CombatTester and Setting Initial Stats

    Lecture 4: Starting our Target System

    Lecture 5: ITarget

    Lecture 6: TargetPlayer

    Lecture 7: TargetAllEnemies

    Chapter 6: State Machine

    Lecture 1: StateMachine and State

    Lecture 2: Adding Functionality to the LoadState

    Lecture 3: Initializing Units

    Lecture 4: Units Queue and TurnBeginState

    Lecture 5: RecoveryState

    Lecture 6: Playing Cards in the Correct State

    Lecture 7: Ending Your Turn

    Lecture 8: Clicking Units

    Lecture 9: System for Playing Cards in Sequence

    Lecture 10: Adding the Possibility of Multiple Effects per Card

    Chapter 7: More Effects and Requirement System

    Lecture 1: TargetUnit

    Lecture 2: Visual Feedback for Pointing at an Unit

    Lecture 3: IPlayability

    Lecture 4: Spending Energy

    Lecture 5: Energy UI

    Lecture 6: Stats Get/Sets

    Lecture 7: Block Effect

    Lecture 8: Block Protecting From Damage

    Lecture 9: Victory and Loss Condition

    Lecture 10: Status Effect

    Lecture 11: Duration for Status Effects

    Lecture 12: Damage Modifier

    Lecture 13: Damage Modifier with Reference Type

    Lecture 14: Percentage Status Effect

    Lecture 15: Separating DoAttackDamage and TakeAttackDamage

    Lecture 16: Modifying Block Values

    Lecture 17: Mixing Stat Modifiers and the Percentage Effects

    Lecture 18: Changing ICardEffect to an Abstract Class

    Lecture 19: Applying Status Effects

    Lecture 20: Stacking

    Lecture 21: Disabling an Unit

    Chapter 8: Project Backup

    Lecture 1: Project Backup

    Instructors

  • Programming and Game Design for DeckBuilding Games  No.2
    TheCodingCult (aka Henrique de Carvalho)
    College Teacher/Programmer/Indie GameDev
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  • 5 stars: 6 votes
  • Frequently Asked Questions

    How long do I have access to the course materials?

    You can view and review the lecture materials indefinitely, like an on-demand channel.

    Can I take my courses with me wherever I go?

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