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orcard's Introduction

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Orcard

This is one of the first real attempts I made at making a full game with Unity. I wanted to combine two genres that I hadn't seen mixed yet: Deck-building and Tower Defense. The idea was that you'd play a card game against a world that doesn't pause which means that you have to play well and quickly to stay ahead of the ramping difficulty of each wave of Orcs.

Unfortunately, this is mostly abandoned at this point. It was a very large project and I wasn't sure it was worth gambling another 1-3 years of development on it. The nail in the coffin was when I found another game being worked on by an entire team that was very similar conceptually: ORX. ORX seems, to me, to be a very similar idea done with a production value I couldn't hope to compete with as a single person. I told myself I'd play it when its released and if it doesn't do what I was hoping to with Orcard then I might revisit this project.

That said, I learned plenty about making games from this project and had several systems I was fairly proud of:

  • The targetting system is robust and pretty neat. It allows the player to target cards in their hand, units on the field, tiles on the board, etc. This allowed for a very powerful:
  • Data-driven card system that was entirely handled through scriptable objects. Creating new cards was as simple as putting together various abilities and effects on a card and customizing their costs and values. Additionally, you could adjust when/how these effects triggered. Gain gold when you draw this card, draw 3 cards when this card is discarded, gain X life for each resource spent on this cost, and many, many more were easy to create. I blame a deep love for MTG in wanting me to make sure you could do all sorts of cool combos.

Gameplay Demo

Below is a brief demonstration of what the gameplay was like. In this clip I had the developer mode running where you start with an enormous amount of gold (500) whereas you'd usually start with 0. You then play cards that generate money, use that money to build towers for defense, and then use your additional money to buy new cards which do a very wide variety of things. Some are stronger towers, better draw spells, economy warping cards, double-edged swords that grant gold but cost life, etc, etc.

gameplay.mp4

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