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Showing posts from April, 2025

Day 12

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 Today I worked mostly on the coin system. I fixed several bugs, one that made the same coin show up more than once as an options, and one that made it so after the first coin selection only one would be able to be selected. I also added a discard mechanic for coins, so when the player has 3 coins they must discard one. This did make it so that all coins would become discardable but I fixed that too. Finally I added in some parts of the UI art into the project, making it so that the icons change depending on the amount of HP and AP. Screenshot of game I also balanced the berserker coin so it only multiplies the damage by 0.1x the players missing hp instead of 1-1. Finally I added in luck ups as an option for collectable cards. Which multiply the players chance to flip heads by +0.1x per card. Thanks for reading :) CH

Day 11

 Today I worked on the coins some more. But first I completed the miniboss for level 6 (the cool guy). I made it so he takes two turns to attack and has more hp than a normal goblo. I also made it so that the game scales to the size of the window. (Still kind of messy and it bit crushes everything but it works) Then I worked on making the berserker coin scale with your missing hp. Yay :) I also made the weighted coin deal 0.75 time damage instead of -5. Then for the rest of the time I worked on making it so you can pick from 3 coins. I got stuck when it got stuck in an infinite loop, but I added a failsafe (and fixed a syntax error). Next time I'm going to have to finish the coin picker code so that the same coin doesn't show up twice, and then make it so that you can only  have three coins at a time. Then add the rest of the coins (V1 and any others we come up with). Then I'll have to work on making the boss. Thanks for reading :) CH

Day 10

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 Back from break :) Today I worked on the coins I added a system to collect new coins (W.I.P) and implemented 2 new coins. The Hardcore coin: 20% chance to deal 3x damage :0 but 80% chance to deal half of your normal damage to yourself. And the  Berserker: 2x + 10 damage to the target and 2x to you.  (Risk and reward :p) Also my teammate made some sprites for the coins :D Basic Hardcore Berserker (W.I.P) Weighted V1 (W.I.P) My partner at  reindeergamesdev.blogspot.com  also made this wonderful sprite for the miniboss :P Cool Dude 😎 Next time I'm going to implement the rest of the coins. And also fix a bug that makes it so attained coins cant deal damage :( Edit: Fixed :D, but I will still have to make it so the play can actually p ick what coin they get, rather than it being random. I also added the  Berserker  coin but I will probably rework it to deal more damage as you have lower health. Thanks for reading CH

Day 9

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 This time I could actually work on the main game, yippee!!!! Today I moved my effects manager over to the main project. I also made it so that when multiple coins are collected, they are legible!!!! (by moving the description over them) I also added the weighted coin, which deals less damage but lands on heads more. I also balanced the existing levels and added 3 more!! Including a miniboss (which has its sprite in the works). check out  reindeergamesdev.blogspot.com  for art updates :) I also added a 1/100 chance for the gobs to do something very  funny on death. :P Thanks for reading CH

Day 8

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Today I forgot to upload the updated project to git, so I got to work on misc stuff that would have been pushed to the side. For example, I modeled a base for multi-turn effects, like poison or weakness. Script stuff: This, of course, was just the base, so I could test to see if this worked. I then turned that into a separate script to manage effects and spent the rest of my time fixing a bug that taught me that classes can't use ready or process functions. (I think at least) I also uploaded the updated project to git once I could, so I can actually code stuff about the main game. :D Thanks for reading, CH :)

Day 7: Playtesting day

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 Today we did playtesting, Play tester It definitely did highlight some pretty major issues in our game. Such as: - No guidance or tutorials - VERY high difficulty spike - No to little resource replenishment - Little variety - Lack of player agency We also brainstormed some solutions such as: - A tutorial button in the main menu - Highlighting enemies - better  tooltips - Less difficulty via easier levels. - Rest spots to restore AP and HP - MORE COINS - ' juice' aka player feedback (in-game) We also made some new ideas : Includes new coins, better levels, level map , and menus. to add (besides what is mentioned): - backgrounds - sounds (if we can) - enemy variety - more that we'll come up with thanks for reading :) CH

Day 6 (A little late)

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 Hey, sorry for the late post, I had to finish the playtest at home. But good news is that it is done :) I  added a title screen and fixed a bug that took me a while. (turns out that my code breaks if there isn't a next level, so I fixed that.) title screen code title screen I also added more levels, levels 2 and 3 w/o sprites + cards I also added sprites for the player, goblo, and gob (smaller goblo). level 1 I also fixed some misc bugs, such as one that made only  one enemy attack, but I got it done. Me after debugging Looking forward to the playtest :) Thanks for reading, CH