Any turn-based game

From basic chess, classic card games to standard tile-based games: create any of these with BogaKit. Even more complex event-based games are easy to do. Suitable for 2D or 3D, with or without physics.

Easy to understand

Designed using few flexible core classes. You don’t need to understand a complex architecture or class hierarchy. Many demos are included to give you an overview of the possibilities and to help you getting started.

All classes you need

You don’t need to create any class. Just add your elements and your code is written in one file. All the demos are made with less than 500 additional lines of code.

User-friendly editor

Thanks to the custom scene editor, you can create and edit objects inside the Unity scene. Finding the best layout is faster and easier with BogaKit.

Tons of utilities

Dices, waypoints or behaviours like ghostover, drag and drop are included. Classic user interactions like pick and throw or highlighting are integrated. Tons of layout components are included to tweak the layout in the inspector.

Full source code access

Never be confused when something doesn't work as you expect it to! You can always look anything up on the website documentation or guidelines.

What is BogaKit ?

BogaKit is a toolkit and a framework to create any turn-based game. With BogaKit you can easily create games like classical card games, boardgames, wargames, pathgames and even more complex games like event/trigger-based games (e.g. CCG).

BogaKit includes foundation classes and a bunch of tools, behaviours and entities. These building blocks help you to speed up your workflow in general. This way you can prototype games in minutes. Every demo in the showcase required less than 500 additionnal lines of code without any class addition.

The main advantages of BogaKit are:

  • Easy to use : use few core classes to do everything
  • A template project to use for any game : no boilerplate code
  • Extensible design : BogaKit classes are enough to create any boardgame
  • Easy to customize : scene editor and custom inspector guide you through BogaKit settings
  • Fast to prototype : play with layouts, goodies and prefabs to test your ideas in minutes

Watch the full showcase video on youtube

Why did I create BogaKit ?

I am a software developper for 10 years, I worked in the web and then I developped apps (mainly iOS). For the last years I engaged myself in game creation.

5 years ago I wanted to create a physical boardgame about a political campaign from a cynical angle. So I designed a first prototype, I chose the mechanics, created graphics, designed cards, printed and cut them. I tested the prototype with friends and of course: it was clunky. A lot of things had to be changed - so I redesigned, printed, cut and tested, again...and again. This iterative process was very inefficient and thus frustrating: I wanted to focus on designing mechanics not on printing and cutting paper. There had to be another way...

In the same period, I tried some early mobile adaptations of well-known boardgames (e.g. Dominion and Ticket to Ride). And I realized that tablets and (reasonably large) phones are perfect devices for such kind of games. So, what if I could develop my game ideas for mobile devices? As I was already an iOS developper, I just got started. Soon enough, I realized that all boardgames have something in common: they all have players, objectives, they use ressources, follow a turn sequence and expect only one thing from players: to choose between a range of actions. So I wondered: Could I find a flexible model, a toolbox, an architecture common to all boardgames?

And so I got into this utopic and naive quest for a flexible and simple framework to rule them all. The first version was developped for MacOS and iOS and then completely recreated for Unity. Now I intend to release BogaKit on the Unity store in the beginning of 2018. I will release regular updates as often as I can.

Create any turn-based game

using only few classes

    Collectible card game
    Classic card game
    Old style card game
    Wargame graph system
    Pathgame
    Hexagonal tile board
    Collectible card game

    Simple and flexible design

    The BogaKit design is simple and flexible so that every turn-based game can be made. It assumes that every game can be built with only a few types of objects : element, container, graph.

    • Element: it's the entity which holds the data (list of attributes, images), it's the common object the players interact with. It can be displayed as a card, a pawn, a text, a token, 3d model...
    • Container: contains a set of elements, handles the way to display and provide a context to check the rules and apply effects, auras...
    • Graph: can represent any board as a topographic collection of vertices with meaningful connections. Tile-based boards are just special cases of graphs, as are boards with preset paths or geographic maps.

    BogaKit also provides prefabs like dices, coins, common interactions, classic behaviours (hover, ghostOver) .

    Try different layouts

    with any object

      Linear layout
      Stack layout
      Radial layout
      Grid layout
      Preset layout
      Random layout
      Linear Layouts

      Code only what is specific to your game

      Based on the idea that every turn-based game can be built with the same design, BogaKit includes a boilerplate structure that you can use in any game. What is left for you to do is only what is specific to your game:

      • Setup and Objective: elements to create at startup, when does the game end...
      • The Data: element name, types of ressources, values, effects of cards...
      • Phases: the sequence of choices, how does the context of the game evolve, what happens on a new turn/when a turn ends
      • User interactions: constrained to the rules, what is selectable, when, visual feedbacks, messages, to expose possible actions and choices to the player.
      • Graphics, Layout, User Interface: how elements are displayed and animated, which ressources must be visible...

      Many features included

      interactions, prefabs, drag-drop, pick and throw...

        Customizable Dices : any 3D object can be used
        GhostOver : show a copy of hovered object
        FlyOver : show preset object when hovering
        Standard user interaction: Pick and throw
        Standard user interaction: Drag-Drop
        Add randomness to your layouts
        Database: edit your data in Unity
        Startup prefab: prefab for immediate startup
        Scene editor: edit your game in scene
        Customizable Dices : any 3D object can be used

        Edit in Unity scene

        Discover BogaKit settings right in the Unity scene editor. It makes creation easier and faster while exposing BogaKit features.

        • Create/destroy elements
        • Shuffle, organize, fill containers
        • Create tiles, edges, empty slots...
        • Navigate faster through objects in scene

        Limitations

        BogaKit is still in development so a lot of things need to be improved or optimized. There are also some limitations that I am aware of. I am constantly working on BogaKit to provide more stability, simplicity and features. In the present state of development, some games based on tiles with constraints (Carcassone) would need some additional code. The multiplayer code is not part of BogaKit yet. Although I'm still not sure including a multiplayer feature is the best solution, because network are highly correlated to specific needs and requirements, I still plan on implementing a default multiplayer behaviour for basic use. I am open to any comments and critics to make BogaKit better. So don't hesitate to give me some feedback on Reddit, on the Unity forum or by email.

        BogaKit and demos



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