NetLogo Royale

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A playable recreation of Clash Royale built entirely as an agent-based model in NetLogo, made with Khin Aung as the final project for Intro to Computer Science (Mr. Platek, Spring 2022).

NetLogo Royale mid-match, showing the elixir bar, deck, and troop pathing along both lanes

Troops are NetLogo turtles that path toward the nearest structure using SlimeMold-style pheromone pathing, then lock onto and attack any opposing troop that comes within range, switching back to structure-targeting once that troop dies. Everything from elixir regeneration to tower HP to deck rotation runs off the same turtle/patch update loop.

Features

  • Drag-and-drop card placement, with the deck rotating as cards are played
  • Elixir bar and counter, including 2x elixir under the 1-minute mark
  • Pheromone-based troop pathing and targeting (structures by default, opposing troops when in range)
  • Tower and structure HP tracking, crown count, and match timer
  • Deck UI showing cooldown and elixir cost per card, with a distinct vector shape per troop

Known limitations

  • Overtime rules for match progression were never implemented
  • Extended troop placement range for broken towers was scoped out
  • Troop stats (HP, damage, speed) are tuned by feel rather than balanced against the real game