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EP.3 Establishing the Card Information Framework — Zodiac Champion

·252 words·2 mins
alowhiter
Author
alowhiter
ZodiacChampion - This article is part of a series.
Part 3: This Article

With the visual framework in place, the next step is to make it display different information based on the supplied data.

Here is the basic framework I built for debugging and display:

The CardInfo framework

At this stage, I have not implemented ability resolution. Abilities need an instantiated game environment, and their triggers depend on turn mechanics, such as activation timing and specific actions.

I therefore decided to implement the basic numerical calculations before handling stacked ability modifiers. For now, I am working on the presentation.

Choosing the Presentation
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I decided to present this project in 3D.

After putting together a rough layout, I found that it did not work very well. The game includes playing cards onto the field, which affects the field’s size and capacity.

That reminded me of a skill-based mobile game I had played. It used transparent rectangular outlines as card placement areas, and I wanted to try something similar.

Here is the result:

Card layout

Testing Performance and Feasibility
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After finishing the basic plan, I wanted to understand the performance requirements in Godot, so I made this card node:

A card instance node

I also used the panku console plugin to help debug the game.

Testing many card instances

After running it for a while, having many cards did not appear to affect performance much.

Next Time
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I will work on the basic rule operations: placing cards on the field, using abilities, resolving attacks, and moving cards to the damage area. In the following installment, I plan to develop the abilities further and define more activation timings.