Game Developers and Systems Designers
Designing the backend logic for a digital collectible card game combat system
The fight schema mind map is a technical logic flowchart designed for game developers and hobbyist programmers to simulate turn-based combat mechanics, specifically inspired by card game dynamics. This 29-node fight schema template covers the entire lifecycle of a battle, from the 'Iniciace pomocných proměnných a tabulky výsledků' (Initialization of variables) to the final 'konec simulace' (End of simulation). It provides a rigorous framework for handling complex status effects like 'Divine Shield' and 'Poisonous', ensuring that combat resolution follows a predictable and balanced path. By mapping out decision points such as 'Má některý ze soupeřových minionů taunt?' (Does any opponent minion have taunt?), users can visualize the priority system of defender selection and the iterative nature of trading blows between units. This fight schema cheat sheet serves as a blueprint for coding combat loops or balancing game mechanics in a structured, visual format.
Điều khoản sử dụngDesigning the backend logic for a digital collectible card game combat system
Documenting complex rule interactions for a tabletop RPG or board game
Teaching algorithmic thinking and conditional branching through game mechanics
Open the .xmind file in Xmind to view the full combat flowchart and its 29 logic nodes.
Modify nodes like 'Má obránce divine shield?' to match the specific mechanics and keywords of your own game.
Use the completed map as a reference while coding your combat loop or export it as an image for technical documentation.
This template includes a comprehensive logic flow for turn-based combat. It features nodes for variable initialization, defender selection (including taunt mechanics), damage calculation, status effect handling like 'Divine Shield', and end-of-combat state checks.
Use this template to map out the 'Spuštění trade' (Trade initiation) logic in your game. You can customize the nodes to add new mechanics, such as lifesteal or armor, by inserting them into the existing decision tree between the attack and health reduction phases.
Yes, the template is fully editable. You can modify the logic for 'Výběr začínajícího hráče' (Starting player selection) or expand the 'Spuštění efektů' (Effect triggers) branch to include more complex card interactions or environmental hazards.
The 'Výběr útočníka' (Attacker selection) structure defines the priority system for which unit attacks first, typically based on board position and whether the unit has already acted during the current turn.
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