Make a CCG (Collectible Card Game) Game with Flutter & Flame
What Defines a CCG (Collectible Card Game) Game
A CCG (Collectible Card Game) game is a popular genre with a dedicated fan base.
Mechanics & Key Concepts
| Mechanic | Description |
|---|---|
| Card Data Model | Define each card's identity: name, cost, attack, health, and abilities in a plain Dart class |
| Deck & Hand Management | Shuffle the library, draw a hand, mulligan, track remaining cards |
| Mana / Resource System | Per-turn resource that gates how many cards you can play; gain 1 max mana each turn |
| Game Board & Zones | Visual zones: hand, board, deck, graveyard — each with distinct layout rules |
| Turn Phases | Structured turn: Draw → Main (play cards) → Combat → End; each phase enables different actions |
| Targeting & Resolution | When a card targets an enemy or ally, the player must select a valid target before effects resolve |
| AI Opponent | A simple heuristic AI that evaluates the board state and plays the best available card |
How to Make a CCG (Collectible Card Game) Game with Flame
1. Card Data Model
Define each card's identity: name, cost, attack, health, and abilities in a plain Dart class
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
2. Deck & Hand Management
Shuffle the library, draw a hand, mulligan, track remaining cards
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
3. Mana / Resource System
Per-turn resource that gates how many cards you can play; gain 1 max mana each turn
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
4. Game Board & Zones
Visual zones: hand, board, deck, graveyard — each with distinct layout rules
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
5. Turn Phases
Structured turn: Draw → Main (play cards) → Combat → End; each phase enables different actions
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
6. Targeting & Resolution
When a card targets an enemy or ally, the player must select a valid target before effects resolve
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}
7. AI Opponent
A simple heuristic AI that evaluates the board state and plays the best available card
class GameManager extends FlameGame {
@override
Future onLoad() async {
// Initialise your components here
}
@override
void update(double dt) {
// Core game loop — runs every frame
}
}