A detailed technical breakdown of building a card hand interaction system for a turn-based game developed during a 48-hour game jam. Covers architecture decisions, layout algorithms with dynamic reflow, hover expansion with neighbor offsets, inertia-based drag behavior, and data-driven card definitions. The system prioritizes fluid interaction feel and readability through centralized logic in a single actor class, interpolated transforms, and geometric solutions to edge cases like rapid hover switching. Includes code examples for slot transform computation and discusses tradeoffs between architectural purity and rapid iteration under time constraints.
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