For my second serious jam attempt, I'm attempting not to fail to make a really simple deck builder. Basically: You start with a few cards in your deck and an empty library, and you fight a really stupid AI with a similar deck. If you win, you get a leveled up version of one of his cards. Playing a card (usually, and to start with, only) spawns a unit that will fight the AI player's units automatically, so all you do is pick which card to play at the beginning of each round.
I like to divide work up into phases, so here are the ones I'm starting with this time.
- Initial setup
- Cards
- Define and implement Card data structure(s)
- Define and implement Unit type
- Battlefield
- Piece together background sprite
- Create battlefield scene
4 rows, 4 cols, 0px borders: 16x16px cells - Basic battlefield manager script
- Start with placeholder static player/enemy Decks; only attack-type Units, no Instants
- Shuffle Decks
- Rendering
- UI corner card rendering with deck count
- Player hand overlay of top three Cards
- Sprite rendering of Unit on battlefield
- Cards
- Punchline
- Play a card
- Implement Card click/touch in overlay
- Fade out overlay
- Remove Card from deck
- Instantiate and render Unit (fade in)
- Implement Card click/touch in overlay
- AI intro
- On AI turn, play a Unit card if possible
- Instantiate, fade in Units same as player
- Initial round
- Implement 3 or 4 board positions for player and AI, if not already done
- Alternate player and AI playing Unit cards for 3 turns
- Third turn: Start enforcing must-play rule
- If no Units in deck, lose
- If Unit(s) in deck but none in hand, require discard until one is found
- Unit on Unit action
- On third turn completion, start fight/draw process
- In order played, Units select and attack enemy Unit
- Trigger next player, AI turns
- Win, Lose, or Draw
- Lose/Draw screen (same result for player)
- Win screen
- Show and award player one random card from opponent’s hand
- Level up this card to initially make winning useful
- Create dummy card management scene
- Redirect player to card management
- Show and award player one random card from opponent’s hand
- Play a card
- Come with me if you want to… die
- Deck/library UI
- Two rows of tabs on top; horizontally scrolling card listing on bottom
- Implement live filtering for primary/secondary tabs
- Need UI element to enter fight
- Card click overlay
- Move card to the left and show buttons
- See pixel layout at bottom
- Deck add/remove, trash buttons
- Deck/library UI
- Heal/defense
- Add/implement this type of Unit
- Test with player deck
- Instants
- Add Instant type cards and effects
- Implement in battle scene
- Superficial Intelligence
- Teach AI to heal
- Teach AI to use instants
Here we go!