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Showing posts from March, 2025

Day 5

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 Today I spend a lot  of time trying to fix a bug having to do with a button not wanting to be clickable. Turns out it was because something was covering it... yay I also started to overhaul the card system, making it so each card's count is stored in the player. This also makes it so I have to make a variable for each card . Code for fellow nerds Next time I plan to finish the rework, and also make some actual levels :) edit: Art by my teammates :) Cards Golbos Attack Death Idle Dead Attack Idle Totally Real Death Sprite Big Boss Concept Art MC (The Gambler) Idle WIP attack Sprite Titles     [ Can't rotate :( ] Thanks for reading :) C.H.

DAYTH 4TH

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Today I completely scrapped my old save code in favor of using global variables. Code for those that are curious I also finally completed the basis for our coin system. Adding variables for textures, names, and descriptions. With the new way to save I can now implement multiple levels!!! YIPPEE!!! c o i n Next time I am going to rework most of the card system to align with the coin system. And I am also going to figure out how to flip multiple coins at a time. And also make some ✨✨levels ✨✨  from  ✨✨ scratch ✨✨ . Thanks for reading, C.H. :)

DAY 3

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 Today I finished up the basics for our coin system. This is what I spent the majority of the day on. Basically what it does is when the player hovers over the coin, it grows in size a bit (for ✨✨style ✨✨ ) and if the player clicks on it, it selects the coin, and if the player clicks on a enemy, it uses the coin's stats to attack. Thanks for reading, CH Nerd code stuff: Template Coin Attack Script Picks a number from 1 - 100 and if that is > or = the coins chance stat (x/100 chance) multiplied by the players luck stat, it deals damage to the inputted enemy. And if not it does nothing. Then it goes on cooldown, and subtracts a action point. EDIT: FORGOT TO POST THIS WHOOPS

Day Two

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 Today I added a 'pity/mercy' system to our game. Where if the player gets 3 tails in a row they are guarantied to get a heads the next turn. I am also trying to add multiple types of coins such as one that does little damage, but is guarantied to hit or a low chance, high damage coin. Currently I am working on an overhaul of the attack system so that these new coins can be added more easily, like what I did with the cards.  I am also looking into adaptive UI so the UI is different depending on how many coins you have. Like how cards in online card games are like. Wish me luck :) Level 1 so far (cards and click me are hidden)

Day One Part Two

Today I set up this blog and made a basic QNA sheet and uploaded a backup to GIT. I also made more progress on the saving feature, but it is still a work in progress as I have to figure out why it wont work. Specifically why the code itself refuses to run, but that is for another time. Thanks for reading :) CH

Day One Part One

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Intro Hello I am CH a student with Code In The Schools and here I will be recording my role in the development of Gilded Tower. Every week I intend to post twice on how the progress in my groups game is going, and post media related to it's development. Game Intro Our game is being made using the Godot game engine, with me as the coder and Nao (check them out at  reindeergamesdev.blogspot.com ) as the artist. (Check them out for the more creative side of things) Gilded Tower is a Turn-Based Rougelite where you flip coins to attack enemies as you climb a tower. Flipping coins allows you to attack, but depending on whether you get heads or tails, you will either hit or miss. You will also be able to collect cards to boost yourself such as simple stat ups and being able to flip multiple coins.  We are currently in the Basic Working Model (BWM) stage, and currently have player stats and base enemy and cards. I am currently working on saving stats between scenes and other game mech...