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Project: Ironclad | Online Multiplayer TCG

Ironclad is an internal name for a game I and a few friends are making that is to be a Battle Tech, Magic The Gathering, and Hearthstone like Trading Card Game. I have done multiple approaches with the development of this project as they will be iterated below.

Responsibilities

  • Developed a PostgreSQL database with a relational structure to handle Players, Decks, and Cards.

  • Developed the multiplayer infrastructure using Fishnet (Mirror decendent)

  • Leading a multi-dicplined team that ranges from (2D & 3D Artists, Audio, Narrative, and Porgramming)

  • As of now I have a working players, hands, and decks accross multiplayer. Each player and their hand is unqiue aswell as the soecified card image. The information is all loaded from the database for the specified players on game initialize.

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    This is closer to the current point I have the game. I decided to change routes and opted to develop the entire backend infrastructure myself. This will include (Player Management/Authentication, Social features, Match Making, and the Game Server). I have chosen this route as I wish to create an infrastructure I can use accross games. I haven't decided on using Fishnet/Mirror for the games networking over a custom C#/SignalR server implementation. The two gifs show as described. Top one displays an endpoint player action, so I send a reques to the endpoint and I will recieve the data I wish back, the second one is via websockets, this was my quick SignalR implementation I have no game information for that build not yet. The last which is just an image is a screenshot of the current state, where I have a Core Client, Client App, Server API, Server Core, as well as a Shared project. These use abstractions, inheritance, instancing, and encapsulation to keep it clean and tidy.


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