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As a beginner programmer, this kit was exactly what I was looking for. In about 2 weeks I've managed to integrate the system into my game and make some modifications of my own. With easy-to-read sample scenes, folder structure and files, you'll be able to figure out most of the logic of the system by just poking around. The "skeleton" of a card game system offered here is incredibly solid and robust; you'll be able to skip the most basic parts of building a card game and focus on your own unique flair.
With more comprehensive commenting on the scripts and gameobjects regarding their purpose and functions, I would have easily bumped this review to 5 stars.
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1
1
来自发布商的回复:
回复时间 9 months ago
Thank you for your review and your kind words, TapioNFI! We are very happy to know the asset has been helpful to you.
We would appreciate it if you could reach us via our support channel to expand on your feedback, as we are unsure how adding more comments (in addition to the existing ones plus the associated documentation) would be helpful, and we generally avoid writing comments that only repeat what the code already explains by itself.
As pointed out in all the other comments, the tool is fantastic! It does what it promises, and provides a very nice template for a card game. Thanks to the team behind this work for making it accessible for people like me who want to design games, but do not have the time to do everything from scratch. I do not want to write more praises since it would be repeating what other reviewers already said.
However, in my opinion, the template lacks guidance. I am a DSP engineer with a Ph.D. and a daily job, so I know my way around reading documentation, taking over someone else's code and upgrading it, etc. The problem is that the documentation is not really a documentation. I mean yeah, it tells you about which code is responsible for what, which system is handled by which code, how to customize cards, enemies, maps, nodes, etc. But as soon as I opened the code to start to understand/customize it, I got lost in it. I spent the last weekend drawing the architecture of the code, and there are multiple points where I couldn't figure out the underlying mechanism, even on the map scene. I do not like to ask a question on Discord or via e-mail whenever I am stuck. I prefer to figure out the answer myself, and if not, read the documentation. But then again, the documentation does not fully document the code. This brings me to my only negative comment about this asset: please provide inline comments for (some of) the code, so that it becomes much easier to follow what is going on, and/or provide a few drawings for the architecture. I think this may eventually help you reach out to a larger audience as well since customizing your awesome template will not look like a daunting task.
Again, I am sure that for people who are more experienced with Unity and C#, going through the code may just feel like they are reading plain English, so don't hang me you aficionados.
Cheers.
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14
1
来自发布商的回复:
回复时间 2 years ago
Thank you for your review, your kind words and your feedback, HaCan! They are sincerely appreciated. :-)
u
Very good Asset
2 years ago
unity_En9Jz88Uh8XLKA基于上一个版本 1.0.6
It's a good foundation for a Singelplayercard game. The developers are very kind and helpful.
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1
1
来自发布商的回复:
回复时间 2 years ago
Thank you very much for your review and your kind words! They are sincerely appreciated. :-)
My character and card can't escape
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0
3
来自发布商的回复:
回复时间 2 years ago
The character and cards not showing on the screen can be caused by:
- Not properly building the addressable content of the asset before launching the game.
- Not launching the game from the map scene.
This is explained in more detail in the installation instructions of the kit available here: https://www.gamevanillawiki.com/single-player-ccg-kit/installation/ . If you need any further assistance, please do not hesitate to reach us via our support channel and we will be happy to help.
Really good asset, the code is well structured + it's easy to understand the majority of what's going on. For the other parts, the dev has been really responsive in terms of clarification/ pointing in the right direction on their discord + email. It's been a great tool for learning, and serves as a good foundation to build things off.
The asset also has some nice inbuilt UI for creating your own game. Though I haven't used that part in an in-depth manner yet. Note that in order to create new mechanics, you will need to do some coding. A decent range of basic mechanics are provided out of the box (attack, shield, gain mana, heal, etc.). The ability to set up a map + the monster types is also already provided.
For bigger changes, you will need to change substantially more in the code. For context; I've done a number of GameDevTV coding courses (2D/3D + the RPG Series -> all great as well imo); and that seems (so far) to have been enough for me to muddle around (and "mostly" understand what's happening). Definitely don't think you'd need to do as ALL those courses if you were just after creating a basic variation of the existing mechanics.
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4
1
来自发布商的回复:
回复时间 4 years ago
Thank you so much for your review and your kind words, clem166! They are sincerely appreciated and it means a lot to us to know you are satisfied with the kit. It was also our pleasure to be able to help you. :-)
This is a well-written starter set for a Slay The Spire-type (STS) roguelike deckbuilder game. You get the Map generation and Combat system out of the box, and the card management system behind the scenes, as well as the supporting systems to tie it all together. Be aware, however, that you do NOT get things like:
-- the Merchant screen (although there is a Merchant Map Node type included)
-- the simple-choice text encounter screens in the STS "?" rooms (but there is an Unknown Map Node type)
-- the Rest screen (Rest Map Node type included)
-- certain types of STS card mechanics, like "Costs X mana", or "Look through Draw/Discard/Exhaust piles" (those you'll have to code yourself)
That being said, what you DO get is actually a very good value. I don't think a novice could reproduce this framework anywhere near as economically as buying the asset and using it as a launching pad for their own STS game. Your time is valuable.
What I'd like to see in a future update is, say, an example of how to implement something like the Unknown room type, to show how to handle different types of room switching in the game context, and perhaps an example of writing a Card Effect that isn't a simple damage/shield/heal/buff effect. The documentation on the website doesn't really go into detail on any of that.
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4
2
来自发布商的回复:
回复时间 4 years ago
Thank you very much for your review and your kind words, Sevenar! They mean a lot to us and it makes us really happy to know you are satisfied with our work. Your feedback is also appreciated and noted; we would definitely like to cover most of these features in the next round of updates to the kit. :-)
l
Hello, I'm here again
4 years ago
laozhaopian基于上一个版本 1.0.2
Hello, first of all, I apologize for my previous unreasonable, and then thank you very much for your help. However, there are still two problems after completing the operation according to the tutorial. I hope I can get your help again.
NullReferenceException: Object reference not set to an instance of an object
CCGKit.GameBootstrap.<Start>b__30_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] op) (at Assets/SinglePlayerCCGKit/Scripts/Runtime/GameBootstrap.cs:106)
DelegateList`1[T].Invoke (T res) (at Library/PackageCache/com.unity.addressables@1.18.19/Runtime/ResourceManager/Util/DelegateList.cs:69)
UnityEngine.Debug:LogException(Exception)
DelegateList`1:Invoke(AsyncOperationHandle`1) (at Library/PackageCache/com.unity.addressables@1.18.19/Runtime/ResourceManager/Util/DelegateList.cs:73)
UnityEngine.ResourceManagement.ResourceManager:Update(Single)
MonoBehaviourCallbackHooks:Update() (at Library/PackageCache/com.unity.addressables@1.18.19/Runtime/ResourceManager/Util/MonoBehaviourCallbackHooks.cs:26)
NullReferenceException: Object reference not set to an instance of an object
CCGKit.SavePlayerDataSystem.OnPlayerShieldChanged (System.Int32 shield) (at Assets/SinglePlayerCCGKit/Scripts/Systems/SavePlayerDataSystem.cs:22)
UnityEngine.Events.InvokableCall`1[T1].Invoke (T1 args0) (at <6f7cbd2409704976852490551564c873>:0)
UnityEngine.Events.UnityEvent`1[T0].Invoke (T0 arg0) (at <6f7cbd2409704976852490551564c873>:0)
CCGKit.GameEventIntListener.OnEventRaised (System.Int32 value) (at Assets/SinglePlayerCCGKit/Scripts/Architecture/Listeners/GameEventIntListener.cs:30)
CCGKit.GameEventInt.Raise (System.Int32 value) (at Assets/SinglePlayerCCGKit/Scripts/Architecture/Events/GameEventInt.cs:21)
CCGKit.IntVariable.SetValue (System.Int32 value) (at Assets/SinglePlayerCCGKit/Scripts/Architecture/Variables/IntVariable.cs:27)
CCGKit.ShieldResetSystem.OnPlayerTurnBegan () (at Assets/SinglePlayerCCGKit/Scripts/Systems/ShieldResetSystem.cs:24)
UnityEngine.Events.InvokableCall.Invoke () (at <6f7cbd2409704976852490551564c873>:0)
UnityEngine.Events.UnityEvent.Invoke () (at <6f7cbd2409704976852490551564c873>:0)
CCGKit.GameEventListener.OnEventRaised () (at Assets/SinglePlayerCCGKit/Scripts/Architecture/Listeners/GameEventListener.cs:30)
CCGKit.GameEvent.Raise () (at Assets/SinglePlayerCCGKit/Scripts/Architecture/Events/GameEvent.cs:21)
CCGKit.TurnManagementSystem.BeginPlayerTurn () (at Assets/SinglePlayerCCGKit/Scripts/Systems/TurnManagementSystem.cs:53)
CCGKit.TurnManagementSystem.BeginGame () (at Assets/SinglePlayerCCGKit/Scripts/Systems/TurnManagementSystem.cs:48)
CCGKit.GameBootstrap.InitializeGame () (at Assets/SinglePlayerCCGKit/Scripts/Runtime/GameBootstrap.cs:269)
CCGKit.GameBootstrap.<CreatePlayer>b__31_0 (UnityEngine.ResourceManagement.AsyncOperations.AsyncOperationHandle`1[TObject] op) (at Assets/SinglePlayerCCGKit/Scripts/Runtime/GameBootstrap.cs:196)
DelegateList`1[T].Invoke (T res) (at Library/PackageCache/com.unity.addressables@1.18.19/Runtime/ResourceManager/Util/DelegateList.cs:69)
UnityEngine.Debug:LogException(Exception)
DelegateList`1:Invoke(AsyncOperationHandle`1) (at Library/PackageCache/com.unity.addressables@1.18.19/Runtime/ResourceManager/Util/DelegateList.cs:73)
UnityEngine.ResourceManagement.Util.DelayedActionManager:LateUpdate() (at Library/PackageCache/com.unity.addressables@1.18.19/Runtime/ResourceManager/Util/DelayedActionManager.cs:159)
这条评论是否有帮助?
1
4
来自发布商的回复:
回复时间 4 years ago
We are happy to know our original response was helpful. The new errors you mention are caused by not running the kit starting from the 'Map' scene, which is a requirement as explained in the installation instructions: https://www.docs.gamevanilla.com/single-player-ccg-kit/installation/
As we mentioned earlier, please note the review section is not intended for technical support exchanges. If you need any further assistance, please reach us via the contact form at our website or join our Discord server for customers and we will be more than happy to help you. Thank you in advance!
Great if you want to build a Slay the Spire style game right out of the box. But its also expandable depending on your coding level to allow you to create other types of experiences.
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3
3
来自发布商的回复:
回复时间 4 years ago
Thank you so much for your review and your kind words, DmNerd! They are sincerely appreciated. :-)
The asset is full of content that helps you create slay the spire kind of games.
The code is very well written and the dev is helpful and tries to respond fast.
A must have if you're learning about how to use scriptable objects, or wish to create a single player card game without having to create the fundamentals.
10/10 couldn't ask for more!
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5
3
来自发布商的回复:
回复时间 4 years ago
Thank you very much for your review and your kind words, blockycow! They are sincerely appreciated. :-)
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