Required stack
필요 기술
UnityC#Android DevelopmentGame DevelopmentMultiplayer Networking (Photon)Google Play In-App PurchasesUI/UX Design
Project brief
프로젝트 내용
General Overview
Seal of Shadows is a mobile turn-based card battle game inspired by Yu-Gi-Oh style gameplay, including card placement, battlefield structure, turn-based combat flow, and card-based presentation, but it is a completely original game with its own mechanics, rules, cards, and dark fantasy theme.
Platform
The game will be developed primarily for Android. iOS support can be considered later as a second phase.
Language
The game must be fully in Turkish. All UI elements, menus, system texts, and card descriptions must be written in Turkish.
Assets
All card visuals are already prepared by me and will be provided as image or PDF files. You are not required to design or create any card artwork. Your responsibility is only to integrate the provided visuals into the game correctly and professionally.
Budget
The total budget is 400 EUR and it is fixed. I expect a complete working system within this budget, not just a rough prototype or incomplete demo.
Core Gameplay
The game is a 1v1 turn-based card battle system. Players take turns performing actions such as drawing cards, placing cards, using abilities, and attacking. Each player starts the match with 8000 HP.
Hand System
Each player holds 6 cards in hand, similar to Yu-Gi-Oh style gameplay. Cards should be clearly visible and selectable from the hand area.
Board System
The battlefield uses a top-down view similar to the reference images. Each player has 4 card slots on the field. In addition to main card slots, there must be separate zones for trap cards and support cards. The board itself is a static background and card placement areas should be handled via UI overlays in Unity.
Card Types
The game includes the following card types: Warrior, Mage, Dragon, Beast, Trap cards, and Support cards.
Combat System
Each card has ATK (Attack) and DEF (Defense) values. Cards can attack each other, and the result is determined by comparing these values. The losing card is destroyed and sent to the graveyard. Damage difference should be applied to the opponent’s HP.
Card Ability System
Cards have unique abilities defined in their descriptions. These abilities must be functional in-game. The system must support dynamic effects such as destroying specific types of cards, modifying ATK/DEF values, blocking actions, or interacting with other cards and systems. This should be implemented as a flexible and extendable ability system.
Graveyard System
The game must include a graveyard system. Destroyed cards are sent to the graveyard. Some cards will interact with this system, for example by returning cards from the graveyard, targeting the last destroyed card, or triggering effects based on graveyard state.
Trap Cards
Trap cards are placed on the field and activate automatically when certain conditions are met, usually in response to opponent actions.
Support Cards
Support cards provide buffs or utility effects such as drawing cards, increasing stats, or applying special effects.
Shadow Seal Mechanic
Players gain points when taking damage. When a player reaches 5 points, they can choose one of the following effects: double attack, draw cards, or clear the enemy board.
Online System (Priority)
Online gameplay is the main priority of the project. Players must be able to match with random opponents and play against each other in real time. There must also be a friend system where players can add each other and start private matches (friendly matches). In addition, the game must include a betting mode. In this mode, a player can create a match request by putting one of their cards as a bet. The opponent who accepts the match must also place a card of similar power as a bet. After the match, the winner takes both cards. This online system must be stable and cost-efficient, preferably implemented using Photon or a similar low-cost multiplayer solution.
Starter Deck System
When the player enters the game for the first time, they choose a deck type (Warrior, Mage, Dragon, or Beast). Based on this choice, they receive a random starter deck from that category.
Shop System
The game must include a shop system using Google Play In-App Purchases. Players should be able to buy random cards (loot-box style). Card rewards must be randomized, not directly selected.
UI / Design
The UI should be simple but clean and professional. The game must visually feel like a real card game. The theme should be dark fantasy with purple and mystical elements.
Intro Sequence
When the game starts, it should display short intro screens, then transition to the main menu.
Main Menu
The main menu must include Play, Character Select, and Market options. Additional settings menu can be optional.
Delivery Requirements
Full source code
Full Unity project files
Clean, extendable architecture
Final Note
This is NOT just a prototype.
I expect:
A complete, playable system
Clean structure for future updates
Solid gameplay foundation
-----------
Turkish : Genel Bakış
Seal of Shadows, kart yerleş
Seal of Shadows is a mobile turn-based card battle game inspired by Yu-Gi-Oh style gameplay, including card placement, battlefield structure, turn-based combat flow, and card-based presentation, but it is a completely original game with its own mechanics, rules, cards, and dark fantasy theme.
Platform
The game will be developed primarily for Android. iOS support can be considered later as a second phase.
Language
The game must be fully in Turkish. All UI elements, menus, system texts, and card descriptions must be written in Turkish.
Assets
All card visuals are already prepared by me and will be provided as image or PDF files. You are not required to design or create any card artwork. Your responsibility is only to integrate the provided visuals into the game correctly and professionally.
Budget
The total budget is 400 EUR and it is fixed. I expect a complete working system within this budget, not just a rough prototype or incomplete demo.
Core Gameplay
The game is a 1v1 turn-based card battle system. Players take turns performing actions such as drawing cards, placing cards, using abilities, and attacking. Each player starts the match with 8000 HP.
Hand System
Each player holds 6 cards in hand, similar to Yu-Gi-Oh style gameplay. Cards should be clearly visible and selectable from the hand area.
Board System
The battlefield uses a top-down view similar to the reference images. Each player has 4 card slots on the field. In addition to main card slots, there must be separate zones for trap cards and support cards. The board itself is a static background and card placement areas should be handled via UI overlays in Unity.
Card Types
The game includes the following card types: Warrior, Mage, Dragon, Beast, Trap cards, and Support cards.
Combat System
Each card has ATK (Attack) and DEF (Defense) values. Cards can attack each other, and the result is determined by comparing these values. The losing card is destroyed and sent to the graveyard. Damage difference should be applied to the opponent’s HP.
Card Ability System
Cards have unique abilities defined in their descriptions. These abilities must be functional in-game. The system must support dynamic effects such as destroying specific types of cards, modifying ATK/DEF values, blocking actions, or interacting with other cards and systems. This should be implemented as a flexible and extendable ability system.
Graveyard System
The game must include a graveyard system. Destroyed cards are sent to the graveyard. Some cards will interact with this system, for example by returning cards from the graveyard, targeting the last destroyed card, or triggering effects based on graveyard state.
Trap Cards
Trap cards are placed on the field and activate automatically when certain conditions are met, usually in response to opponent actions.
Support Cards
Support cards provide buffs or utility effects such as drawing cards, increasing stats, or applying special effects.
Shadow Seal Mechanic
Players gain points when taking damage. When a player reaches 5 points, they can choose one of the following effects: double attack, draw cards, or clear the enemy board.
Online System (Priority)
Online gameplay is the main priority of the project. Players must be able to match with random opponents and play against each other in real time. There must also be a friend system where players can add each other and start private matches (friendly matches). In addition, the game must include a betting mode. In this mode, a player can create a match request by putting one of their cards as a bet. The opponent who accepts the match must also place a card of similar power as a bet. After the match, the winner takes both cards. This online system must be stable and cost-efficient, preferably implemented using Photon or a similar low-cost multiplayer solution.
Starter Deck System
When the player enters the game for the first time, they choose a deck type (Warrior, Mage, Dragon, or Beast). Based on this choice, they receive a random starter deck from that category.
Shop System
The game must include a shop system using Google Play In-App Purchases. Players should be able to buy random cards (loot-box style). Card rewards must be randomized, not directly selected.
UI / Design
The UI should be simple but clean and professional. The game must visually feel like a real card game. The theme should be dark fantasy with purple and mystical elements.
Intro Sequence
When the game starts, it should display short intro screens, then transition to the main menu.
Main Menu
The main menu must include Play, Character Select, and Market options. Additional settings menu can be optional.
Delivery Requirements
Full source code
Full Unity project files
Clean, extendable architecture
Final Note
This is NOT just a prototype.
I expect:
A complete, playable system
Clean structure for future updates
Solid gameplay foundation
-----------
Turkish : Genel Bakış
Seal of Shadows, kart yerleş