- Edited
JusTiCe8 Jesusemora card games are easy to code if you know what you are doing
isn't the case for everything ?
well no, the way I'm coding it I can start with a modular base and add mechanics over time.
the good thing about card games is that you only need some image for the card and text, and I am kinda good at making lots of renders fast.
Card games can be very complex or very simple, I don't need to make full rigged 3D models or sprites, and using renders means I don't have to worry about performance or how to fit the models together.
Not having to worry about animations, not having to worry about timing or combining these animations, not having to worry about movement of enemies, collisions, it takes a big weight off my back.
Tbh I have never done a card game before, I'm kinda winging it, but it's going well so far with the CardEffect resources and a single card scene and tweened animations combined with the Control drag_n_drop.
If I had to start over I would probably do it in 3D like everyone else, since it would allow the cards to flip around and follow a global transform rather than the Control layouts.
JusTiCe8 In order to complete at least a single project, I advise you to lower your expectations and accept imperfect and incomplete game, or you'll never end anything !
I know, and I'm trying, It's so hard!
JusTiCe8 You could look at Cave Crawler or Putrid Shot Ultra to figure out a good game doesn't need most of cosmetics to be good or more.
I've already started downgrading the visuals, I replaced those rendered card backgrounds with something simpler, though for clarity reasons. I'm also seeing a scenario where I start to use drawings for the cards, I still consider these placeholders.
JusTiCe8 Big studio/prof. devs won't show much iterations they've been through and as they're pro, it's faster/more effective (sometimes) for them than indies who don't already master (almost) everything like someone who seek for a full-time job.
well big studios have lots of people working on different parts of the game, I'm alone, I can't just say "this part isn't my job", because everything is my job.
I like posting what I'm doing to hear some feedback, maybe hear some ideas.
update: made a great change, previously dragging a card on to an enemy caused them to immediately take damage. now, dragging a card with effect will cause a particle to spawn at the portraits and move across the screen, hitting the enemy in the face. It's so fun now.
And with that I will stop working on the combat and focus on making levels. I'm thinking of making these out of cards that fold out from a deck and offer 1 to 3 choices for the player. Still not sure if I will allow backtracking or just make a more roguelike linear level.