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Game Card System

已发布v1.7.0

Unity 卡牌肉鸽框架,提供编辑器、FlowGraph 和战斗运行时

Unity 2021.3.18f1+ · 推荐 Unity 6 · Built-in 与 URP

在 Unity 中可视化制作单角色和队伍卡牌战斗,从 Game Card Editor 配置内容,再用 FlowGraph 连接规则和效果

从遭遇战进入 Game Card Editor 可以追查所用的敌人、卡组、状态与卡牌,再用 Game Card Monitor 检查这些配置在 Play Mode 中产生的结果

卡牌的 Behavior 决定出牌效果,状态的 Behavior 配置生效时机和规则,敌人的 Behavior 配置意图与行动

v1.7.0 支持为 Run 进度和稳定战斗保存检查点,恢复时保留手牌、敌人意图与待选奖励,可使用随包的保存并退出和继续游戏组件,或通过 API 接入已有存档系统

  • 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
  • 146 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 48 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 中创建资产和数据库,再通过 Inspector 扩展为项目添加自定义字段、引用、验证规则和编辑控件

FlowGraph 玩法层

用 FlowGraph 连接卡牌效果、状态规则、敌人意图和表现调用,节点参考按取值、动作、控制等用途列出可用节点

可玩参考

在单角色战斗中查看卡牌效果和敌人意图,再打开三人队伍展示场景,验证共享资源、友方目标、队伍变更和卡牌升级

  • Game Card Editor
  • 146 个核心 FlowGraph 节点
  • 48 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
Unity 2021.3.18f1 及更新版本 · 推荐 Unity 6
渲染管线
Built-in · URP
第三方依赖
无
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
146 个核心节点 + 2 个 Demo 节点 · 48 个内置事件
文档
61 页
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?

13 场可玩战斗包括 4 个职业的 12 场单角色战斗和三人队伍展示场景,Demo 的独立数据库包含 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

GCS 支持多角色队伍吗?

每场战斗最多有三个玩家单位,共享手牌、抽牌堆、弃牌堆、消耗堆和能量,成员分别保留生命、护甲、状态与 Hook,运行时 API 可切换当前玩家、选择目标、调整成员及处理击败与复活

可以扩展 Game Card Editor 的 Inspector 吗?

在项目中为六种编辑模式注册 Inspector 扩展,可以添加字段、分区、GCS 资产引用、内联数据、FlowGraph 字段、验证规则或自定义 UI Toolkit 控件

可以添加自定义节点和内容类型吗?

自定义 FlowGraph 节点继承 7 个创作基类之一,卡牌类型、标签和描述 Token 通过特性注册,可通过 GCSApi 访问战斗状态、事件和内容注册表

怎样连接自定义 UI 和其他游戏系统?

通过 GCSApi 控制战斗、读取状态、管理队伍、查找内容和订阅 48 个内置事件,随包的 API 参考、节点模板和扩展示例提供可运行的接入代码

在哪里获取扩展示例?

下载 GCS Samples ZIP 后,将需要的示例文件夹复制到项目的 Assets 目录,由 Unity 为示例源码生成 .meta 文件

它依赖其他资产吗?

GCS 运行时可独立使用

它和 Game Event System 集成吗?

可选桥接将 GCS 战斗事件转发到 GES,战斗中的 GES 事件也可以通过 On GES Event 入口执行 GCS 的 Behavior