Devlog and notes about T&C

Lots of new stuff here. Almost ready to start thinking about the core gameplay.

  • Full logic of cards in hand, on the table and discarded.

  • Support for character stats and apply item/weapons/spells bonuses.

  • Auto-attacks and automatic enemy turn.

  • Some additions such as gold, graveyard and basic WASD camera control.

  • Damage (given, taken and healed).

  • An initial system of on-screen messages for debugging and guiding users.

Now it's time to go deeper into the main mechanics of cards and resources.

Quick notes about my first impression about Unity:

  • Poor optimization of the Editor on Linux. At least on my Surface Laptop 3 with Ubuntu. Everything that is not touching scripts I do in Windows.

  • Git-friendly projects (just add proper gitignore).

  • I don't find something easy for object references, methods in other classes, and scripts. I find it confusing and somewhat messy to work fully object-oriented. But I still need to do more research.

  • Powerful but complicated components for some basic tasks. Animator, animation, triggers, etc. are cool but sometimes you have too many layers to do simple things.

  • Particles, effects and all the 3D object handling is very easy. Lots of resources and assets available for prototyping at this stage.

  • Very cool to program directly in c# natively, no interpreted or custom languages.

With the prototype of the essential elements of the interface now I get into the most fun part, programming all the logic and more complex operations. I will update this shortly.

Very basic stuff done.

  • Turn control. Represented by the position of the Deck. Similar to the Spanish "Mus" game and a cool feature to add up to 4 players to the table. I plan to add to the gameplay some things from this classic card game, which I programmed years ago in Delphi and later completely in HTML5 + Javascript, from which I learned a lot.

  • I have decided to go for a full physic dice, which is more complex to manage but fun for combos in the future. It's now working; a d6 to calculate damage and finish
    your turn.

  • Basic classes (code classes no characters classes :) to manage all operations and some data structure.