Personal project to remake the Triple Triad card game from Final Fantasy VIII (Square Enix, 1999) using the Unity engine. The objective is to be as faithful as possible to the original while improving every aspect in high resolution.
All assets (backgrounds, card frames, UI elements, etc) were recreated by me from scratch, vectorized with 1080p native resolution in mind. The following exceptions apply:
• The images of the monsters, bosses and GFs cards were remade using the original PSX 3D models;
• The images of the players cards were remade using the original Tetsuya Nomura artworks;
• Sound effects and music were copied unchanged from their original versions;
Both human (PvP) and AI opponents were implemented. The opponent AI uses a simple heuristic method with lookahead. It has mainly two setups:
• A more aggressive one, used by original Triple Triad themes (FF8 and FF14), giving more priority to flipping as many cards as possible and setting up traps for combos than preserving a low vulnerability;
• A more defensive one, used by the Tetra Master inspired themes (FF9 and FF11), giving more priority to avoiding unnecessary battles than to attacking as many cards as possible.
Bellow are a few videos showcasing the AI playing against itself across different themes and rules.
All the original Triple Triad rules were implemented along with additional ones based on other incarnations of the card game. Bellow is a brief explanation of the implemented ruleset:
Open
Random
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Same
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Same Wall
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Plus
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Elemental
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Sudden Death
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Reverse
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Fallen Ace
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Element Draw
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Card Battle
Special Tile
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Chance Block
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Rotating Block
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Enables the player to see which cards the opponent is using.
Five cards are randomly chosen from the player's deck instead of the player being able to choose five cards themselves.
When a card is placed touching two or more other cards with at least one of them being the opposite color and the touching sides of each card have the same value, then all cards involved are captured. Combo rule applies: if the captured cards are adjacent to another card whose rank is lower, it is captured as well. If the Card Battle rule is active, its Combo rule will be adopted.
An extension of the Same rule. The edges of the board act as "A" ranks for the purposes of the Same rule.
Similar to the Same rule. When one card is placed touching two others and the ranks touching the cards plus the opposing rank equal the same sum, then both cards are captured. Combo rule applies: if the captured cards are adjacent to another card whose rank is lower, it is captured as well. If the Card Battle rule is active, its Combo rule will be adopted.
One or more of the board slots are randomly marked with an element. When an elemental card is placed on a corresponding element, each rank goes up a point (+1). When any card is placed on a non-matching element, each rank goes down a point (-1). This does not affect other rules such as Same, Plus and Same Wall where the card's original ranks apply.
If the game ends in a Draw, a Sudden Death occurs in which a new game is started but the cards are distributed on the side of the color they were on at the end of the game.
Reverts the power structure: makes weak cards strong and strong cards weak. The sequence [123456789A] becomes [A987654321], i.e., "A" becomes "1", "9" becomes "2" and so on.
An "A" can be captured by a "1" despite being a higher rank. The rule doesn't make "A" vulnerable to other ranks though and "A" can still capture "1" as regular. Bonuses applied to the card do not affect the Fallen Ace rule where the card's original ranks apply.
An extension of the Elemental rule. When placing a card on an elemental slot, the card has a chance based on the card level to draw said element to itself and gain a +1 bonus. Lv 10 player cards have a 100% draw chance while Lv 1 monsters have 0%.
Exclusive to the Tetra Master inspired themes. Cards are transformed to have a set of arrows pointing at any of eight directions. Placing a card with an arrow pointing to another card will capture it directly if the other card doesn't have an arrow pointing back, otherwise a card battle takes place. Combo rule applies: when a card is captured by either winning or losing the battle, all cards pointed at by the arrows of the defeated card, and of the same color as the defeated card, are also captured regardless of rank. When Card Battle is active, Same and Plus will adopt this Combo rule as well.
Exclusive to the Final Fantasy 11 (PlayOnline) theme. One or more of the board slots are randomly marked with a glyph. Placing a card on it activates its effect:
• Offense Up: sword glyph, doubles the attack power of the card;
• Defense Up: shield glyph, doubles the defense power of the card;
• MAX Arrows!: eight-pointed star glyph, grants all eight arrows to the card.
All effects stack with other bonuses, e.g., stacking Power Up and Offense Up will have the final result of (rank + 1) × 2 when attacking another card.
Exclusive to the Final Fantasy 11 (PlayOnline) theme. They are purple blocks with a question mark, attacking them causes them to break and activate one of the following random effects:
• Power Up: all placed cards belonging to the color of the attacking card gets a +1 buff;
• Power Down: all placed cards belonging to the color of the attacking card gets a -1 debuff;
• Color Shift: all adjacent cards gets their color shifted at random;
• Scramble: all placed cards are moved randomly on the board to new positions.
All effects stack with other bonuses, e.g., stacking Power Up and Offense Up will have the final result of (rank + 1) × 2 when attacking another card.
Exclusive to the Final Fantasy 11 (PlayOnline) theme. They are blue-ish blocks with a needle that rotates clockwise in the beginning of each turn and points at one of the eight directions. Attacking it causes it to shoot an electrical blast along that direction that captures any cards in its path. The length of the lightning strike depends on the offensive value of the attacking card.
Bellow is a brief explanation of the implemented trade ruleset:
One
Diff
Direct
All
Perfect
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Ranking
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Winner chooses one card from loser.
Winner chooses one card per score difference.
Players claim the cards they have captured by the end of the game.
Winner takes all.
Exclusive to the Final Fantasy 9 theme. If all opponent's cards are captured then all cards are claimed by the winner (similar to the "All" rule), otherwise the winner chooses only one card from the loser's hand (similar to the "One" rule).
Exclusive to the Final Fantasy 11 (PlayOnline) theme. An extension of the "Perfect" rule when three players are playing. The players ranked higher chooses one card from each of the lower-ranked ones, i.e., the 1st place takes two cards (one card from the 2nd place and one from the 3rd place) and the 2nd place takes one card (from the 3rd place). If the 1st place captures all opponents' cards then all cards are claimed on the trade phase. Tied players don't take cards.
🚧 page under construction 🚧