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Trading Card Dungeon
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Devlog
Playing Cards, wait isn't that the point of the game?
June 15, 2024
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Tapped Card Productions
Author: Marie Halper Posted on 6/14//2024 This week, I decided to finally tackle the biggest aspect of the game yet, placing cards. Now I know how this sounds, shouldn't those have been the main focus...
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Controls, Expectations, and What is Possible
June 08, 2024
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Tapped Card Productions
Author: Marie Halper Posted on 6/7/2024 This week, my main focus was on two things: fleshing out how cards work, and making controls understandable. From our cross-studio testing, a major bit of feedb...
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Health Bars, The Good, The Bad, and The Missing Options
May 29, 2024
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Tapped Card Productions
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Author: Marie Halper Posted on 5/29/2024 This week, I decided to tackle something we have not really touched so far while setting up the basis for our game, the UI. It goes without saying that a lot g...
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Latest Debug: Problems with Cursor
May 29, 2024
by
Tapped Card Productions
Issue Explanation In our latest build, we developed a comprehensive health system that allows both the player and the enemy to take damage, with win or lose conditions defining the end of a match. Dur...
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Remembering how to Make a Game Manager
May 25, 2024
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Tapped Card Productions
Author: Marie Halper Posted on 5/24/2024 This week, I focused on getting the win and lose conditions working in Trading Card Dungeon. Of course, working with Unity, this involved the creation of the G...
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UI or 3D object, What to do With The Gameboard
May 18, 2024
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Tapped Card Productions
UI or 3D object, What to do With The Gameboard Author: Marie Halper Posted on 5/17/2024 When initially starting the project, I was undecided on if I wanted the gameboard to be a 2D UI asset or a 3D ob...
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