This is a card game I am creating from scratch using boardgame.io and Next.js. The purpose of this was to challenge me into creating something I didn't really think was possible within a react based application. As of right now, this is currently holding as a Proof of Concept to see if I am able to maintain a bigger project on myself.
The concept is similar to Hearthstone, as I feel that genre needs some more web love. So I will be attempting a decent recreation, but not nearly as polished, of course. (Who knows, maybe in the future I will get this actually completed.)
The card game will be broken down into 5 phases, with hopefully more that can be added easily. They go as follows:
Draw Step - Draw a card, gain a mana, move on to next phase.
Upkeep Step - This is where you would make your plays, consisting of summoning, using spells, etc.
Battle Step - Where you decide which one of your monsters you would like to attack, and which you want to stay.
Offkeep Step - Similar to Upkeep, this is after everything has happened, when you want to use any remaining spells or abilities.
End Step - This is when the turn is over and gets passed to the other player.
After each End Step, the chart begins at step 1, and repeats until a victor is decided.
-
Initial Card System Setup
-
Card Creation
- Basic card layout with name value and id.
- More "fluff" - description, image, etc.
- Effect: keyword effect pool.
- Effect chaining: Have cards that can do multiple effects.
- Bolster: Add an amount to a specific card. Used on upkeep.
- Weaken: Subtract an amount from parallel card.
- Buff: Add amount to cards surrounding.
- Slay: Delete adjacent card.
- Defend: Add only defense.
- Sharpen: Add only attack.
- Hp and Def: how much they attack and defend.
- Summonable highlighting.
- Attackable highlighting.
- Effect highlighting (if applicable).
-
Basic board layout created with drag events to specific positions
-
Player "Mana Pool"
- Mana adding function.
- Mana automatically adding on turn functionality.
- Mana removal on card summon (Based on card cost).
- Mana per turn + usable mana, regenerates and keeps track of how much mana you have.
-
Turn Phasing and order
- Phasing logic setup.
- Draw Step - Drawing a card automatically on start of turn + 1 mana.
- Upkeep Step - Card summons, drag spells, etc.
- Battle Step - Selected cards attack forward to adjacent cards for block, if not attack directly.
- Offkeep Step - Card Summons, drag spells, etc. Same as upkeep but after battle.
- Endphase Step - Finishing, pass to other player.
-
Player HP tracking
- Hitpoint adding and subtracting functions.
- On damage step calculations.
-
Card attacking
- Picking each card on this specific stage.
- Function to check if there is an adjacent card in front to defend.
- Attack step per card to do damage.
- Possible effects for damage? (Might come later during design phases).
- Tapped attack card if survived step.
-
Graveyard
- Initial layout and position.
- Modal view to show current cards in your graveyard.
- Card reset def on destruction so it looks better.
-
"Spells" and different card types
- Spell cards: cards you do not summon, but instead trigger.
-
End Game Screen (You Win/Lose!).
-
Multiplayer
- Initial socket reconnection in game client / state.
- Integrate a database to handle state management (thanks firebase!)
- Handle State management through firebase (Turns out, bgio-firebase handles this!)
- Speed improvements from firebase (Possibly by paying for it?)
- Storing game logs elsewhere for later use.
- Proper connection screen, deciding player 0/1.
- Handling websocket disconnect, loaders, etc.
-
Database hookups, websockets for multiplayer, grabbing user data.
-
Design (This ones all the way down here because I'm not the best at it!)
- Website to register / sign up
- Screen to queue for a game with another player
- Deck editor
- Card Pack system (Free of course, who charges money? )
- Points earning system for participating, in order to gain points for playing!
The eventual goal once this POC is completed is to have a website built within this website in order to handle all the user player base things such as creating decks, and have it all contained within this single application. Multiplayer will also be handled within boardgame.io, with the eventual goal being a fully playable card game within the web. Designs and such will come later, as I am not a designer at all, so everything will look pretty ugly for a while!
- Can't separate Card and Board components because it requires a movement variable to track what card is actually being dragged into the specific zone. Possible fix: Implementing top level state to track this.
SOLUTION: monitor.getItem() within the drop container actually holds the type value, but you must manually put this in yourself. No more random variables!
- Card summoning has a bug currently where if you have 3 cards, see here for a bigger explination.
SOLUTION: Drag state only holds the initial state on render, but will change the card position. Just moved the entire hand prop over into that container, and then set the card based off hand position.
- Firebase on the server side is very slow, and takes a long time to actually update state. Possibly due to being on the free plan?
Install the packages:
npm i
Then, in the development server:
npm run dev
# or
yarn dev
Open http://localhost:3000 with your browser to see the result.
You will then want to add your firebase firestore admin credentials when creating the server. Head here to learn how to get your credentials. After that, you can run the next command to open the socket port for both players.
npm run serve
This will open the socker port to start the game.