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OldOnes

Developed with Unreal Engine 4

On release buid Important: DO enable actor Hidden in game for the BP_RoomSetup Object before release as it will improve loading performance.

Important: DO NOT EVER touch the CardID attribute in the DataTable

Create Socket Called WidgetSocket were the UI of 3D actors should be attached

When making a card in the DataTable that targets Cards: Targets Restrictions on Location and type do not need a value. The tags can all be gathered with the action. For actions such as CardPick, Discard and Exile the attribute value of the action will always be the same on the Action Tag and the TargetingStyle Tag. They can, and should, be kept in the same AttributeTag (DataTable creation) On the note of CardTarget Restriction. Location and Type are both mandatory (there is an Any tag if you don't want any restriction) CardLocation Attribute must all be in the same AttributeTags slot (in DataTable Card creation). Since there is no value attached to those it should not cause any issue Same Goes for the CardType It is true even for Cards you get by name (you will have to give the type of the card (or any)). This is due to the underlying card search system which first has to get all valid cards from Type and Location restrictions before looking into more restrictive conditions

I do not support restrictive conditions as of yet (only card types, location and name)

For invest; abilities that have a negative value will consume invest points. To have those invest be points being mandatory for play use the TargetsRestiction->AllTargetsValid. In this case it will prevent the player from using that ability (from card or relic) if they don't have enough invest points to pay. Allows for invest to be used as a secondary resource.

TODO:

Passive abilities (when applied, when removed, triggers) Enemy pattern / basic AI More complex enemy abilities (similar to card abilities)

Madness system

make a view of cards when right clicking them

More advanced hovering that show card text ability, cards in deck etc

There is no queueing of animation. Just a small delay for widget movements. This means that a widget will not finish an animation before starting another. It can cause bugs like the one where a card doesnt get to flip before being drawn.

Known Issues:

Sometimes Releasing a card from a grab doesn't work Related, The card being released from grab is handled in the BP_CardPlayerController. (The CardView somehow doesn't reliably catch when a mouse button is being released on it).

Sometimes Cards don't turn up when being drawn TEMPORARY FIX: This has been temporarly fixed by forcing cards in hand to be face up (done with Tick)

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Possible optimization When restarting the game the player UI the card views for them to be refiled later by the game instance. This could be optimized with more thinking of what cards and views can be kept. It goes similarly for the Enemy actors that could be kept in memory at the end of a fight to have just their skeleton changed and their stats reseted

Size of 2DArtAssets: Cards are 1440x2560 with no border Frames are 2160x3840 with 6 white border on top 10 bottom 32 on sides (tentacules) Pure frame: 194 top 200 botton 137 sides Mana / Card Types Icons are 600x600 circle shaped with 10 pixels on extremities EnemyHealthbar container: 1920x461. Bar starts at: Left: 181, Top: 155, bottom 300, right: 1741

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