Features:
• easy to reskin and modify
• different decision / result types
• unlimited number of stats/factions
• complex value system
• persistent values
• card import / export feature, to easily edit text in Excel
• card styles, allows quick editing of the card design
• Achievements & Highscore System
• Life summarization (Game Logger)
• Character Name Generation
• Decision Results Preview
• Supports: I2 Localization, Hyper Card, ShaderO, Unity Ads, Google Play Games and iOS Gamecenter*
• Documentation and commented C# code
• Full working game example, release-ready without any coding experience
• Optimized for mobile, but works for all others platforms with mouse/touch input
• and much more!
This is asset is quite impressive for the genre its in. Very well done. My only thoughts are the lack of soundfx options and particlefx along with no ad support. When I mean by SFX and VFX is options already coded in to allow drag and drop of audioclips / fx prefabs. Its so complete otherwise I wonder why ad support was not included.
Its still pretty good and not a hard effort to code in my own sound calls/fx spawns being a coder but I got the impression a big selling point of this kit was no need to code since you can customize almost everything in the editor. These tweaks would flesh it out more and truly be a complete framework.
=> Updated Edit: At first you think you will need a ReorderableList custom editor but you can duplicate entries.
Many thanks for the review!
Regarding soundfx and particlefx they can be easily played with the Unity EventSystem. There are events already created for every new card (Card Stack) or every Swipe (Swipe Script) or you can trigger Events for specific cards (with the OnSpawn/OnDespawn Event in the EventScript on every card) and using the integrated “Global Message System” (it is used to communicate with spawned prefabs). There is absolutely no coding needed.
We will add support for UnityAds with the next update
Sorry, i do not unterstand what you mean with this?
Well at first It looks as though your using lists which you are unable to move around in the inspector without some sort of editor script. Leaves everything locked in place unless you rebuild the list manually. I than see your using arrays which you can duplicate a result beneath the item and change it so you can keep everything together a organized. I really liked that approach since I always see lists used rather than arrays. The more I get into this I really see how it everything is wound together and the different techniques used in the code…
Question
To preview the base card I found dropping the prefab into CardCanvas => Cards => allows it to show it with placeholder data but not the actual card data, Is there a better way to preview cards while creating them in editor without playtesting?
Question#2
I am not sure I understand how to implement this. What I am trying to do and what I tried.
=> duplicated the lower taxes prefab
=> changed to raise taxes
=> swipe left (yes) to raise taxes
Result: play soundFX and spawn some visual FX and of course different FX if its a no. (I can make two prefabs that play a clip and effect on enable so this is all set)
I added Globalmessagesender script to the card, called the trigger RaiseTaxes and added to the despawn as per the documentation. I have it setactive gameobject for my effects but here’s where I get stuck.
I can’t seem to figure out how to create 2 events, 1 for left and one for right. So if the player says yes to the card do this, if the player says no to then do that. I am likely over complicating it here. What step am I missing?
The only option you have here is to write it also in the textfields of the card prefab (titleText,QuestionText, AnswerLeft,AnswerRight) in addition to the EventScript.
For this scenario there is actually no 100% fitting solution integrated, but there are several solutions how this can be done, simply choose what is best for you:
in “Swipe” script there is a event for left swipe and right swipe, but this one does count for all cards and not one specific one.
depending on what kind of fx you want to play, this can also be useful:" Value Script" in the Hierachy window every Value is listed there and has also an event for “OnIncrease” and “OnDecrease”
you can link in a “follow up card” for each direction, for your example you could create a follow up card “taxes raised” with text “your people are upset because you raised taxes” or something like this and in the OnCard Spawn Event you play the fx/sound.
I will send you later an updated EventScript with UnityEvents for each swipe direction, this is very easy to add.
Update 1.10 with Unity Ads support and some other minor improvements is now submitted to the AssetStore. I have also updated the Android demo in Google Play Store if you want to try it out
Perfect timing to release it! Thank you for making this
Features that’d be nice:
#1 Expanded conditional support on Cards. The results can have conditionals on them, but the text fields cannot.
#2 Multiple conditional Result pathways on the EventScript, rather than just a single true/false or two potential Results.
#3 Support for multiple Sub-Stack Conditions on the CardStack script!
#4 Value Changes using other Values, instead of just integers. For example, Religion -= Army
#5 Value Changes set directly to another Value or Integer. For example, Religion = 20
#6 Value Changes over time while condition is true. For example, Religion += 1 every second of gameplay, while “Crusades” condition is true (multiple value conditions would be excellent here too) – ((also would be great with an independent clock, so the clock stops while inside the Menu))
#7 Values that are not reset upon a new game, or game session. For example, Religion keeps increasing by +1 every second due to the “Crusades” condition, for every game session thereafter, until the player ceases the “Crusades”.
#1 I think this would get a bit too complex if the textfields also get separate conditions, i suggest simply create a different card for it with the fittings conditions
#2 i think for this case it is best to use the “Follow Up Card” option, this way you can make it as complex as you want
#3 we will check this, should not be a big problem
#4 sorry, i don`t unterstand what you mean, please explain a little bit more detailed
#5 we have already included this in update 1.10, i have attached it, so you dont have to wait until its approved
#6 honestly i don`t think this is a good idea, we could make something like this per swipe, but time based does not really fit in this kind of game, sorry