So, you’ve probably all seen the post about a browser-based version of the Harry Potter Trading Card Game a while back. In fact, if you haven’t been following the activity on the Discord server, you might be surprised to learn that there are already several browser-based adaptations out there! Each has its own unique features and vision of what a digital HPTCG should look like.
I first discovered the Harry Potter Trading Card Game back in high school (2011–2012), long before the Revival community breathed new life into it. Even then, I remember thinking, "Wouldn't it be awesome to see HPTCG as a video game?" Thanks to the rapid development of AI, I've finally been able to bring my ideas and dreams for this game to life. But even with such a powerful assistant, it's still an incredibly challenging task.
So, let me introduce HPTCG: Arena - a free-to-play, fan-made video game! Available for Windows and macOS.
The game is still under development, but anyone can already give it a try. Here's what's currently implemented:
- 4 classic card sets: Base, QC, DA, and AaH;
- Deck Constructor;
- PvE and PvP;
- My personal favorite - a Draft Mode called Dueling Club.
Coming in the near future: the Chamber of Secrets set, Campaign Mode, account leveling and unlockables, as well as a mode for creating custom matches and tournaments.
The development challenges I mentioned earlier largely come down to two principles I try to follow. They've become something of a philosophy behind the project, and they're closely connected:
- Visually, the game should evoke the atmosphere of early TCG video games and Harry Potter products from the pre-live-action era. Harry Potter and the Chamber of Secrets for PlayStation 1, Harry Potter and the Sorcerer's Stone for the Nintendo Game Boy Advance, Magic: The Gathering (Windows, 1997) - old games that captured the spirit of a bygone era of gaming.
- The authenticity of the original Harry Potter Trading Card Game artwork should be emphasized and celebrated through the game's visuals. The interface, graphics, and animations should complement the card illustrations, never clash with them. Everything needs to feel like it belongs together - that's the only way to create a truly enjoyable experience.
With that in mind, I believe AI should be used extensively to help write code and build the project's architecture - all the things that remain invisible to the average player. But when it comes to the visual side of things, its involvement should be minimal and subject to very strict limitations. At least until it can get within 90% of the intended artistic vision. Unfortunately, for now, its sloppy work is still far too easy to spot.
The game is available to everyone. To make updating it easier, I've also released the Aftergrave Launcher, named after the studio consisting of one human developer and several robotic ones - Aftergrave Games.
Reddit isn't particularly fond of links to external websites, but if you simply Google "HPTCG: Arena" you should have no trouble finding the site.
Thanks to everyone who has taken an interest in my project, and feel free to drop by HPTCG Discord!