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unity C# studio project- 2D Card Game (with microtransaction functionality) "Cyber Tactics"

In this project i was tasked to work with a team of 6 team members to create a game with microtransactions within 13 weeks, our team consisted of me(programer), Robert(Project lead), Aiden(audio producer), Ivan(asset producer), Dylan(marketing),  G(programing lead) and decided to go with a card game. This card game was going to resemble similarities to games like hearthstone and such with around 150 Cards with effects and abilities. and lastly a deck builder and collection screen

week 1 -brief

throughout this week we were put into our groups and went through the brief of the task that was split into 3 segments creating a pitch to get greenlit, creating a game and marketing and advertising. First thing first we started to brainstorm a game and decided to make a card game with i was kind of worried about but committed to doing. After that we started to create a pitch document and i created an demo of card functionality of just placing down a card  that we plan to show off in the pitch.

week 2 -pitch

week 2 was hear and we needed to finalise our presentation i just needed to record functionality of my demo the video clip is below. the pith got greenlit but just as the lectures feed back said the heavy marketing segment and demo video saved the pitch

week 3-4 

in these weeks we were thinking about adding networking features like multiplayer and said that we will do this after the game is fully functional (but this didn't happen). by now i created the base functionality for 1/4 of out game the player and the Hand system (a script that dictates what is in your hand and who the player interacts with the cards). but it was for the old version of the cards that you see above a new card as a scriptable object was requested to be used made by Dylan to save the size of the game because the old cards were prefabs. So i integrated it to my code. Afterwards i was tasked to work on the AI and Combat Manager.

 

G was making the turn based script which was used to dictate turn management and phases. Me and G had a conflict with how things were done but it was more a one sided conflict with me because I was fine with changing things but the frequency of the demands put G off. G said me and him think and do things differently to achieve the same outcome, not that we were doing the same task but our code need to utilize functions from each other.

week 5 - 6

by now i finished creating the combat Manager and the AI though. I came across an issue were the scriptable object shared the same instance so all cards of the same type would share the same values. i resolved this buy creating new instances of the scriptable object and cloning the values across. now i was tasked to create the Collection manager and deck building in the main menu but first i had to create the save and load system which i did with binary save files. afterwards i created the collection then the deck building. Though they were major issues with UI scaling. but i got it done buy the end of the week

note: the card template above are a later newer template

week 7 - 8 the start of lock down(online classes)

At this point in time G came to a realisation that me and him cant work on the same things/project features at the same time so he told me that i have full control of the games production which i accepted and he said that he will have weekly checkups with me. now I was tasked to make spells in game, but in the turn base script that G gave me total control over but i decided to keep G's code and not change it incase he came back to it (which he did) so i added new functions down at the bottom. G had left to make a backup in case anything went wrong. So while looking through the card list i encountered 3 problems 1st the card list was incomplete mine was the only deck complete, 2nd some of the card list abilities were broken and were not consistent with the other decks. And lastly there were to many different abilities so i filtered out the most consistent abilities and spoke to Rob about the reset abilities he wanted so i created the passive abilities on this document: https://docs.google.com/document/d/16yVGUi-R296-6fIQOdKYkuxiEzR_lltnBKhpIAjX-Ag/edit?usp=sharing

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i also created spells as well, these consisted of sacrifice, damage, upgrade, convert, disable, earn, Draw and Summon. the thing with the passives and spells is that they were able to be stacked on top of each other allowing you to mix effects

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week 9 - 10

minimal work was conducted because of external factors. (work) at this point in time i added in simple stuff like Ivans new card templates and Aiden sounds. i also spoke to all of the team about there cards and the individually because they wouldn't change them in time and or ignored the comment i made about abilities and spells. i decided to create an individual ability for everyone that had issues to make there deck unique. 

week 10(Thur onwards) - 11

all that was left for the game was the menu, creating cards and bug testing. I started to create the cards testing each and every individual card as i made it. mid way through this we had a group discussion with Karl(our lecture). Karl said that the game was due in next week and needed to be done by friday this week for playtesting(the day before). he said we cant be working on 2 versions of the same game. mine was in a buggy state and i was caught off guard so that didn't help. anyway out of both if the games G's was stable but had very basic mechanics and features but he claimed that he could have it ready in 4 hours(but this was false information). Mine was almost done but had some bugs that needed to be fixed but i underestimated my abilities and said that i wouldn't be ready. so we scraped my game and moved on with G's which felt odd to discard a lot of work but i kept it all in the project just in case we revert.

That night i decided to work on the menu with Ivan which we done 3 times because of corrupted files and such i had to work in overdrive (more than normal) i had created the menu after many attempts and setbacks with Ivan finally the menu was done it had both functionality with mine and G's version i just commented out my code.

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Friday had come around and me and Dylan realised that this game won't get done by playtesting actually the half the basic mechanics and features weren't even in his version so we had another chat with Karl. Me, Dylan and Rob decided to back to working with my version of the game. This lifted my uneasy feeling about the previous project. I got many bugs fixed in the game and had got the game payable but the spell cards still broke the game. But we had enough functionality for playtesting which i took part in with Aiden and Ivan.

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the following week (week 11) i finished the game and patched out all the bugs i could find(but there will always be more) anyway the game was complete and functional by the end of the week. And with the feedback (Form Friday playtesting) i was suggested to change the button layout and tweek the UI which I did. 

week 12 -final build

i spent this week adding in all the asset that we had available and patching and playtesting any bugs. i also added in a tutorial level. I could find anyway another plaything friday was held so i decided to playtest again to see if we could get any more suggestions and feedback. one of the student mentioned analytics which i completely forgot about so i quickly added in. then i submitted the project. but then i realised i forgot the microtransactions and Quickly canceled the submission and added in the micro transaction scripts that G made for the old menu. And i finally submitted it.

week 13 -Postmortem and showcase

i spent this monday currently writhing up this postmortem i am making there are a few aesthetic changes left like renaming the buttons for them to make sence and to add in art assets because they weren't all made yet.

@Milan Manji

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