Zems is an unique MTG/Chess hybrid that adds a grid to the gameplay and almost removes luck of draw by letting the player choose his next cards! Read more about it here. I am happy to present Zems Prototype, a game we made together with Exeneva for the latest Ludum Dare 29 Jam (a speed dev contest) :
With an update this big, there are bound to be some bugs, so if you encounter them, don't hesitate to tell me creature death and MTG-style graveyard: it's where dead creatures and cast spells go If you like the gold cursor I've used for targeting, it's CC-BY, thanks to Daniel Stephens targeting: players can now choose a target for creature attack/user spells. to accommodate creature combat and buffs that will be included in the future, creature attack/defense labels are now separated from the card image and are updated when the creature receives damage The damage currently stays permanently (HS style), but I will add an option to regenerate it each turn MTG-style creature combat: creatures deal damage to each other according to their attack value. promo cards: when the user logs in, he can see and buy several cards that you chose to promote (for example new cards) players can buy cards with a currency that they gain by completing matches edit deck interface: lets players move the cards between their deck and collection. user deck and collection are stored on the server and are downloaded to the client when he logs in
user registration and login authorization This update took about 2 times more man-hours than both the previous ones combined, hence the long delay. make a library of effects, including the most common MtG effects and probably all Hearthstone effects finish the mechanics like targeting, blocking the rest of the art is there for demonstration purpose only, I'm not its owner sound effects, card frames and card icons that you can see were all created by me, so you'd be able to use those assets out of the box for your own game or easily change them* Currently, there are only 2 spell effects (heal and damage), but I intend on adding a LOT of them very soon. cards can carry up to 3 different effects per card (ex.: deal 4 damage, heal 4 damage and draw 2 cards).
you can create a spell or creature parameters (that's basically a full creature, just without the picture) in a few clicks the deck is being shuffled before each game (or you have a possibility not to shuffle enemy's deck, like in Duels of Planeswalkers) you can zoom on any card in the game by holding right or middle mouse button on it AI can draw cards, play spells and creatures, as well as attack with creatures Here's what's already part of the engine: I'm very interested in hearing your thoughts, criticism, suggestions or feature requests from you guys. Anything you might suggest could also make it into that release. I know it's a bit ambitious, but I'm so excited about that kit that I'm working on it full time. I'm hoping to finish most of mechanics and other features quite soon, so the first release should be submitted to the Asset Store in a couple of weeks. So instead of simply making a game, I'm making a kit so anyone could easily make a trading card game of their own. When I recently decided to take up a little hobby of making a trading card game on Unity, I've immediately noticed the lack of an engine to make games like Magic the Gathering, Hearthstone, etc, out of the box. *UPDATE June 10, 2014*: TCG Maker has been released! *UPDATE August 3, 2014*: Build 1.3 has been released ! Don't forget to run the game from MainMenuScene. It will prompt you to replace some names, click Replace, set up your Photon id and it will work after that.
The import will continue after that, it can display some warnings, just press clear. In that line you have to add ".gameObject" after "card_to_move". Clone = Instantiate (card_to_move ) as GameObject