Terri,
Thanks for the reply. A card database will be great for things like card text, images, and generic values. And arrays will be useful for the player's hand and other game zones. My question is more about the large variety of unique card elements. Here's an example:
Card #1
Ability: When this card is played, deal 3 damage to target card or player. If you have Card #3 in play, deal 4 damage instead.
Card #2
Ability: When this card is played, draw a card for each other Card #2 you've played this turn
Card #150...
As you can see, this quickly gets out of hand so simply placing all of the abilities in a database and updating a single card object doesn't quite feel doable. I could be wrong here, though.
Has anyone tried to tackle this with playmaker?
EDIT: Upon further inspection of GoogleFu (this is G2U now, right?) it looks like this is actually a good starting point. I'll keep my original post in tact to show how quick I was to jump to conclusions (aka being an idiot). Thanks again
EDIT2: Would this be better than G2U?
https://www.assetstore.unity3d.com/en/#!/content/4334From the G2U description:
The Editor Extension works as a pre-build step, so your application never has to contact Google itself
Not being able to update the data seems like a big drawback that SQLiteKit addresses.
Even still, I'm not quite sure how to go about making these cards all interact with each other without a unique FSM for each card.