As a native iOS developer I have found a wide range of amazing tools and libraries that are freely available. Some of this is designed toward a specific end goal, but much of it is very flexible and could even be used for a variety of purposes including game development. With this in mind, I decided to explore what an Entity Component System (ECS) might look like when backed by Core Data. So far I am enjoying the results, and welcome you to try it for yourself.
In the previous lesson I hard-coded a demo deck of cards. This wasn’t “necessary” because of my architectural choices. It was merely a simple placeholder which didn’t require me to commit to any kind of data store or structure. Still, to help avoid any confusion, I decided I would go ahead and provide an example post that shows how the same deck could have been created with some sort of asset – in this case a JSON file.
A lot of sprite games include tiled backgrounds. Tile Maps are a special tool which allow the creation of these backgrounds without needing large arrays of nodes, which could otherwise potentially cripple your game’s performance. This post will provide a quick overview for tile maps and features including: tile animations, tile variations, 8-Way Adjacency Groups, Custom Adjacency Groups, and a Tile Definition’s User Data.
Any card can have special abilities – by this I mean that it can cause one or more of our “Game Actions” to trigger based on special criteria. Spell cards are unique in that they must have at least one ability in order to serve a purpose. In this lesson, we will begin implementing spells, and by necessity, will also create an ability system that we can apply to our other cards as well.