Author Topic: Trading cards game: some advices needed  (Read 3485 times)

donzen

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Trading cards game: some advices needed
« on: June 22, 2012, 02:02:58 AM »
Hi, we're about to create a trading cards game (like "Magic: The Gathering", for example) and we need a couple of advices about how to set up things.

1) first of all, we will have a full 3D environment, with cards spinning around and moving from one place to another; does it mean we need to use a 3D GUI?

2) what would be the best way to set up the atlases? we have a lot of illustrations (one for each card), and then there are some elements which are shared by all the cards (some dynamic values, numbers and texts, some GUI elements, etc.)

3) a card is usually composed by a sprite for the back side, an illustration and some other elements; we made some tests but when we turn the card around, front elements get messed up with back ones (for example, the text from the dynamic values is being drawn over the back side sprite)

Thanks.

PhilipC

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Re: Trading cards game: some advices needed
« Reply #1 on: June 22, 2012, 09:21:00 AM »
1) 3D GUI in what sense? NGUI widgets will support being placed in the 3D world as they are just 3D objects to begin with.

2) How the atlases should be set up will depend on what device your targeting / how many different illustrations you have. I would try to have the shared elements be on one atlas and then the illustrations one a couple smaller ones.

3) The sprites are culled (for speed) so both the front and back of each sprite its there at all times. You might need to look into the shader and remove cull off.

ArenMook

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Re: Trading cards game: some advices needed
« Reply #2 on: June 22, 2012, 10:59:05 AM »
In regards to #3 -- if you use multiple materials (atlases), you will encounter problems when turning a group of widgets due to how Unity depth-sorts them.

Your best bet is to render each card to a texture instead, and just use that texture. Either that, or ensure that you're only using one atlas per card.

donzen

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Re: Trading cards game: some advices needed
« Reply #3 on: June 28, 2012, 03:29:24 PM »
3) The sprites are culled (for speed) so both the front and back of each sprite its there at all times. You might need to look into the shader and remove cull off.

Your best bet is to render each card to a texture instead, and just use that texture. Either that, or ensure that you're only using one atlas per card.

Combining these 2 solutions I've solved my problem. Thanks guys!