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Game Card System

已发布v1.5.0

一个面向 Unity 的可视化、FlowGraph 驱动、端到端卡牌肉鸽框架。

Unity 2021.3+ · 兼容 Unity 6 · Built-in 与 URP

可视化构建单角色和队伍卡牌战斗:在 Game Card Editor 的六种模式中配置卡牌、卡组、玩家单位、敌人、状态和遭遇战,再用 FlowGraph 创作玩法,而不是为每张新卡新增 C# 类。

Game Card System 面向需要完整可视化构筑卡牌肉鸽的团队,而不只是制作几张原型卡。Game Card Editor 的六种模式覆盖卡牌、卡组、玩家单位、敌人、状态和遭遇战,Game Card Monitor 则用于检查 Play Mode 中的实时战斗状态。

FlowGraph 是玩法层。卡牌、状态和敌人都使用内嵌图,由 145 个核心节点与 2 个 Demo FX 扩展搭建伤害、格挡、状态规则、目标选择、随机、循环、Hook、事件、VFX 和敌人意图。

v1.4.0 支持最多三个玩家单位共同战斗。队伍共享手牌、抽牌堆、弃牌堆、消耗堆与能量,每名成员分别保留生命、护甲、状态、Hook、身份与表现;v1.3.0 的 Inspector 扩展以及 v1.2.0 的语义描述和卡牌升级仍处于同一套生产工作流中。

  • Game Card Editor 的六种模式,覆盖卡牌、卡组、玩家单位、敌人、状态和遭遇战
  • 145 个核心 FlowGraph 节点与 2 个 Demo FX 扩展,覆盖卡牌效果、状态规则、Hook、循环、选择器、事件、VFX 和敌人意图
  • Game Card Monitor、GCSApi 与 47 个内置事件,用于实时战斗状态、队伍管理、牌堆流程、系统集成和诊断
  • 13 场可玩战斗,包含 86 张卡牌、17 个卡组、15 个玩家单位、19 个敌人定义和 35 种状态,以及一个三人队伍展示场景

可视化创作

在 Game Card Editor 中创建卡牌、卡组、玩家单位、敌人、状态、遭遇战及其数据库。项目自有的 Inspector 扩展可以加入字段、分区、引用、内联数据、FlowGraph 字段、验证规则和自定义 UI Toolkit 控件,无需修改 GCS 源码。

FlowGraph 玩法层

用 145 个核心节点与 2 个 Demo FX 扩展连接卡牌效果、状态规则、敌人意图模式、Hook、循环、选择器、事件和表现调用,再决定是否需要编写自定义代码。

可玩参考

打开 12 场单角色战斗和三人队伍展示场景,检查共享资源、友方目标、当前玩家切换、击败、复活、增援、移除、替换和卡牌升级怎样在正式运行时中工作。

  • Game Card Editor
  • 145 个核心 FlowGraph 节点
  • 47 个内置事件
  • 三人队伍战斗
状态
已发布 · Unity Asset Store · itch.io · Fab
Unity 版本
2021.3 及更新版本 · 兼容 Unity 6
渲染管线
Built-in · URP
第三方依赖
Demo 内容
13 场战斗 · 86 张卡 · 17 个卡组 · 15 个玩家 · 19 个敌人 · 35 种状态
FlowGraph 与事件
145 个核心节点 + 2 个 Demo 节点 · 47 个内置事件
文档
60 页已上线
定价
当前价格以各商店页面为准

开发者评价

5.0·11 条评价·来自 Unity Asset Store

Great Asset and Excellent Support

This is a great asset, and the developer provides excellent support. The Discord community is very active, and the developer is always quick to respond with helpful and spot-on solutions. It’s clear that the developer is actively involved and continues to support and improve the asset.

Gatskop_Software
Featured rich with powerful visualisation tools, and developer supported

The Game Card System (GCS) is a feature-rich, yet extensible framework for all your deck-building needs. TinyGiant's FlowGraph designer (also found in their Game Event System asset) and visualisation dashboards set this framework head and shoulders above the rest. Although exhaustively documented, the developer was quick to respond to any issues. The complete package.

SMGDev
One of the Most Complete Frameworks I've Used!

I've used several game frameworks and templates before, but I didn't expect this level of detail from this one. It's a complex system, but it doesn't feel bloated at all. Everything is well organized, it just works, and works really well. I really like the FlowGraph system, having each card handle its own actions and events makes the system very flexible and easy to customize. The overall workflow is clean and intuitive. Honestly, it's probably one of the best I've seen in a game template type of asset. Also the support is top notch, developer is passion about the project and very active in discord. Highly recommended.

Yan-KMW
Very solid base for your project

All editors are very well made. They are clean, intuitive, and easy to use. The core features are solid, and the developer even has a feature request channel on Discord where we can share suggestions. He is also very helpful and quick to respond to questions. The current structure and examples are focused on roguelike card games, but the asset seems highly flexible. I haven’t explored everything yet, but the node system is the main reason I decided to get it. You can create and combine effects for your cards, avoid repetitive programming, and it’s also friendly for game designers. I’m excited to see how this asset evolves as more people contribute ideas for new features. (EDIT) In just 10 days, Tino has already added so much to this tool. The speed, quality, and flexibility of the new features are truly impressive. You won’t regret getting this!

TThunder
Fantastic Deckbuilding Tool with Huge Potential

This asset is really amazing. The Demo scenes are fantastic and open up all sorts of possibilities. The FlowGraph is really easy to work with and within minutes you can start tweaking and exploring all sorts of variations. I am continuously impressed with TinyGiants (Via UnityChina). Very responsive and helpful on Discord. If you are looking to make a Roguelike Deckbuilding tool and need a starting point, look no further.

ZarktorStudios
Great Roguelike Deckbuilding Tool

Game Card System is a very well-made toolset for putting together Roguelike Style Card Battling. It comes with many options and interfaces for setting up encounters, battlers, cards, and gameplay behaviors that provide a great convenience for Getting Started/Creating new scenes. The Demos were fun to play through and the Documentation does a great job with Onboarding Users with each component as well as how to approach them. Importing GCS into my project was very straightforward and it integrated into my workflow with ease

TheGreatRaydini
My First Choice for Developing a Slay the Spire-Style Game

I have always wanted to develop a roguelike card game similar to Slay the Spire. GCS matched exactly what I was looking for, so I purchased it soon after discovering it. I have only used it for three days, and there are still many systems I have not explored in depth, but my initial experience has already exceeded my expectations. It does not feel like a template that can only run its included demo. It feels more like a development framework with the editing tools and underlying systems already in place, ready for you to create your own content. The visual tools are comprehensive, FlowGraph is well suited to organizing card effects and combat logic, and I have been able to find explanations in the documentation whenever I encountered something I did not understand. It is still too early for me to judge every part of the system, but based on these first few days, GCS has already addressed my biggest concerns about the underlying framework and content-editing workflow. For anyone looking to develop a single-player roguelike card game, this is currently one of the first tools I would recommend considering.

CoolliuLoveforever
An Impressive Roguelike Card Game Framework

I have previously used several CCG/TCG templates from the Asset Store. Many of them felt more like projects built around a demo, with few actual editing tools for creating your own content. GCS feels very different. Its visual interface is highly polished and has a distinctive style that is uncommon among similar products on the Asset Store. More importantly, it is not just visually appealing. The editing tools, runtime systems, and online documentation work together very well, and it is clear that the developer has put a great deal of effort into the entire workflow. FlowGraph also works largely as described on the product page and offers an enormous number of possible combinations. The documentation states that its 145 atomic nodes can theoretically produce more than 400 million gameplay mechanics. That number admittedly sounds a little exaggerated, and I am still far from mastering the system, but I can already see how extensible it is. I plan to continue exploring it and try using it to develop my own commercial game.

wechat_os_Qy03G0ReQ7ySFGGyHmFB7hIdE
Excellent Card Game Framework

A well-structured and promising framework for building card-driven games in Unity. The ScriptableObject-based approach, support for deckbuilding, status effects, and turn-based battle systems provide a strong foundation without having to build everything from scratch. The included source code and editor-oriented workflow also make the system easier to understand and extend. Great value for developers looking for a flexible starting point for card game projects.

Zhouziqi2017
Rich of Features and A Huge Time Saver for Card Game Development

GCS has been a really impressive addition to my Unity workflow. What I like most is that it lets me build and iterate on card-game mechanics much faster without having to hard-code every interaction from scratch. The visual FlowGraph system is my favorite feature so far (I believe there is much moree, but no time yet to explore more because this tool has rich of features). With a large collection of ready-to-use nodes and mechanic recipes, I can prototype complex card, status, and enemy behaviors visually and then customize them when needed. This makes experimenting with new gameplay ideas significantly faster. The included AI-driven capabilities also make the development workflow much more efficient, especially when using AI as a development assistant to understand, extend, and generate gameplay logic around the system. Having a structured API and clearly defined systems makes it much easier for AI coding tools to work with the project instead of dealing with a completely custom architecture. There are also a lot of features packed into the framework: Visual card, deck, player, enemy, status, and encounter authoring FlowGraph with 100+ gameplay mechanic recipes Flexible card, status, and enemy behaviors Enemy intent and AI behavior systems Built-in support for buffs, debuffs, hooks, effects, and card manipulation Runtime API and event system for custom UI and game systems Game Card Monitor for debugging live battle state and FlowGraph execution Custom nodes and ports for extending the framework Complete demo content with multiple classes, battles, cards, enemies, and statuses I especially appreciate that it isn't a black-box framework. You can start with the visual tools for rapid development, but still drop down into the API and custom extensions when you need more control. For anyone building a Slay the Spire-style card battler, deckbuilder, or other mechanic-heavy card game in Unity, this can potentially save a huge amount of development time. Very promising framework, especially for developers who want to move quickly from gameplay idea > prototype > production without reinventing the underlying battle system.

samuelfebrian
The Best Card Game System

FlowGraph makes implementing card logic incredibly convenient. Instead of writing and maintaining a separate script for every card, status, or enemy behavior, I can connect nodes, adjust the parameters, and clearly see the complete execution flow. It is especially helpful when mechanics become more complex, as conditions, calculations, targeting, and effect order remain easy to understand and modify. It greatly reduces repetitive coding while still providing the flexibility to create custom nodes and extend the source code when needed. For anyone developing a card game in Unity, GCS is an excellent choice and, in my opinion, truly second to none.

lc513623756
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资源

常见问题

Game Card System 可以在哪里获取?

Game Card System 已正式发布,可通过 Unity Asset Store、itch.io 和 Fab 获取。

可玩 Demo 里有什么?

共 13 场可玩战斗和 13 个遭遇战:4 个职业的 12 场单角色战斗,加上一个三人队伍展示场景。相互隔离的 Demo 数据库共包含 86 张卡牌、17 个卡组、15 个玩家单位、19 个敌人定义、35 种状态和 8 个意图图标,全部使用随包工具和正式运行时制作。

GCS 支持多角色队伍吗?

可以。一场战斗最多包含三个玩家单位。队伍共享手牌、抽牌堆、弃牌堆、消耗堆和能量,每名成员分别保留生命、护甲、状态、Hook、身份与表现。运行时 API 支持切换当前玩家、选择友方或敌方目标、调整成员、击败和复活。

可以扩展 Game Card Editor 的 Inspector 吗?

可以。六种模式都支持项目自有的 Inspector 扩展,可加入序列化字段、分区、可选项、GCS 引用、内联数据、FlowGraph 字段、验证规则和自定义 UI Toolkit 控件,无需修改 GCS 源码。

可以添加自定义节点和内容类型吗?

可以。自定义 FlowGraph 节点继承 7 个创作基类之一,卡牌类型、标签与描述 Token 通过特性注册。战斗状态、事件与内容发现都能通过文档化的 GCSApi 访问。

怎样连接自定义 UI 和其他游戏系统?

使用 GCSApi 控制战斗、访问状态、管理队伍、发现内容,并订阅 47 个内置事件。包内提供完整 C# 源码、API 与事件参考、自定义节点模板和可运行扩展示例。

在哪里获取扩展示例?

从本页面下载独立的 GCS Samples ZIP,再把需要的文件夹复制到项目的 Assets 文件夹。压缩包只包含示例文件夹和源码文件,不包含 Unity .meta 文件。

它依赖其他资产吗?

不依赖。运行时零第三方依赖。

它和 Game Event System 集成吗?

可选集成。两者都安装时,可选桥接会把 GCS 战斗事件转发到 GES 事件通道。两个资产互不依赖。