UNITY 3D REPLICANICS: Replicating Steam’s Collectible Card Display Mechanic — Part II
Replicanic /ˈrɛplɪkanɪk/: A blend of replicate and mechanic. The term aims to define the act of duplicating mechanics from any commercial application in your game engine of choice. The main idea of this exercise is to learn through observation and analysis. Although the term Replicanic may be made up (copyright pending), the idea it represents is a widely used technique for improving one’s skills. Go ahead, challenge yourself!
Last time, we began working on this project. Before moving forward, I want to recap both the objective of this exercise and where we are in its development.
The objective is to replicate Steam’s collectible card display mechanics.
Let’s review what we have accomplished so far one more time:
- They are activated when the cursor hovers over them, and they deactivate after the cursor moves away.
- They rotate based on the cursor’s position over them.
- They scale up when active and scale back down when inactive.
- They are affected by subtle top-down lighting.
- They simulate a forced perspective that is centered on each card individually.
- Once selected, they project a soft shadow behind them.
The next steps:
In our list of observations, we have a couple of simple items we can quickly implement. I’ll start by creating the scaling effect for the cards.
I can use the same Property in the CardScript that activates the card to set a target scale.