How to Make a Turn Based Card Game


World War II:TCG — Frozen Shard


Frozen Shard is an independent studio based in Barcelona. Their goal is to create competitive free-to-play mid-core games that can be played regardless of the platform.

GAME NEEDS

With World War II:TCG, the team wanted to create a turn based strategic trading card game that could be played from any mobile device or web browser. Frozen Shard mixed two different play modes, to cater to a diverse player base. They offer a single-player story driven mode that players use to get a basic collection of cards that will allow you to improve your deck of cards over time. And a competitive player vs player mode, where you match up against opponents of similar strength.

THE PROBLEM

Frozen Shard presumed WWII:TCG would have a high data storage requirement due to the social multiplayer nature of the game. A game that had to manage users, card collections, game sessions, graphics storage, and many more, needed a solution for the data storage. They sought for a way to avoid having to build their own database structure and creating the software for it. In addition to that, they wanted a way to ensure a fair matchmaking system to foster a competitive environment that players could enjoy.

You make your deck from your card inventory in the deck builder

OFFERING SOLUTIONS

The developers didn’t want to develop a matchmaking solution in-house so they decided to turn to a service that could cover the need to solve the player vs player development. Plus, being able to match same skill players was a requirement to foster a fair competitive environment. Elo rating would do the trick.

For all the storage they needed, the team thought it was best to manage all the information in one place. Structuring the game data in collections allowed them to modify and manipulate data in a flexible way without affecting the live game already running on mobile devices and computers.

To store and manage all the game information they needed, such as the match state, the indie studio wanted a game state manager that would allow them to keep all players current on the latest state of any given match.

This is how the play interface looks like

THE OUTCOME

Because the game revenue comes from IAP exclusively, Frozen Shard wanted an extra layer of security to avoid fake purchases and reduce common place theft to a minimum. It also didn’t hurt that integrating purchases for both Google Play and the App Store could be done with a single line of code in Gamedonia Backend.

Frozen Shard was compelled to release WWII:TCG across multiple platforms by the fact that they could easily manage users and all game information with Gamedonia, regardless of platform. Initial plans were to release on iOS and Android, but they soon decided to make a web browser version for Facebook and Kongregate.

It was a plus for the multiplayer play mode, because the game could count on a larger player base that improved the PvP environment.

The multi-player mode is a cross-platform online experience and Gamedonia allows persistent data management and communication with the devices, the users, the servers and the platform.

In the game shop you can purchase packs of cards as IAPs

BENEFITS

Trusting the game backend to Gamedonia, allowed Frozen Shard to launch on major publishing platforms, reaching a wider mid-core player base, and cement their revenue stream with secure in-app purchases that are integral to a balanced competition system.

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