What will I learn in this course?
You will learn how to create a multiplayer CCG that plays like a simplified version of Hearthstone. Many of the fundamental gameplay concepts needed in a collectible card game will be covered: turn sequence, mana, creature and spell cards, combat, and more. The networking will be server-authoritative, meaning our code will be resilient to hacking.
Who are we?
We are gamevanilla and we are the team behind CCG Kit, the most popular collectible card game asset in the Asset Store. Our teacher is a faculty member of the Postgraduate degree in game design and development at Universitat Oberta de Catalunya and a Unity certified developer.
You need to be familiar with the basics of Unity and C# programming. You do not need to have any previous experience with multiplayer programming; you will learn everything that you need to know about it in the context of a CCG during the course.
The code will be written using Unity 2017.3.0 and UNET.
The copyright of the course and all of its contents belongs to gamevanilla ©.
You are not allowed to redistribute or resale the course or any of its contents for any purpose. To distribute or resale this product is NOT permitted under any circumstances and is strictly prohibited.
Thank you for respecting our work so we can keep on creating awesome content.
Things you can do:
✔ You can use the techniques demonstrated in the course, and the knowledge you learn in it, for developing a game for personal or commercial purposes.
Things you can’t do:
✖ You can’t sell, redistribute (even for free), transfer, rent, or license this course by duplicating and transmitting publicly the materials beyond the scope of permission set out in this license regardless of whether this pack is modified or altered.
✖ You can’t sublicense this course.
✖ You can’t duplicate/rename/modify this course for reselling purposes.
✖ You can’t use this pack to damage gamevanilla.
✖ You can’t use this pack for any unlawful purpose.
Create your own multiplayer CCG with Unity
Introduction to server-authoritative programming
Defining the core CCG classes
Creating the card prefabs
Implementing the CCG game loop on the server side
Representing the game state on the client side
Adding creatures to our game
Implementing combat (part 1)
Implementing combat (part 2)
Adding spells to our game
Defining victory conditions