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Dideridooist

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A member registered May 30, 2021 · View creator page →

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Week 3:

Making a custom deck and most of the shop is done (just gotta connect things around)

Goal 1:

Finishing the deck system was a lot harder then I expected, but the results are great. Below I have a gif of me showing off the system but to explain it. Upon clicking to make a custom deck you will see all the cards you have unlcoked and from there you can pick a card and see a larger image of it and choose to add the card to the deck or not. Should you add it, you will see on the left of the screen its name is added there and the button to view the card is removed. Clicking the button will removethe card from your deck. There are a few quirks with the system, like you need to switch pages after removing a card for the view button to reappear and if you have two of the same cards on a page and add one, after switch pages back and foward it will default to removing the view button from the first one. These are minor things that I will comeback to adjust. After your done you can save the deck and if you dont have 20 cards in it you will get a warning the deck will not be usable.



Goal 2:

Again like the deck system making the shop was a bit more difficult then originally thought. Below is a gif of the shop system. When you go to the shop you will see up to two premade decks (based on how many are left to buy) 3 card packs, and 5 cards. The way it works is decks are 200 gold, but buying the deck unlocks all cards in the deck to be used in custom decks (there are card limits so certain cards won't be added if you already have the limit for those cards). Card packs will cost 100 gold and will have 4 non-base cards in it, upon buying it you will open it and can flip the cards to see what you got. Any cards that you have limit on will give gold back based on their rarity. Finally the 5 cards at the buttom will be cards you don't have/haven't reach the limit on, and each card will have a different cost to it based on rarity. The system still needs son connectors to other system but for the most part it is complete.

Goal 3:

With the deadline getting close I have decided to cut the character abilities to focus on the rest of the systems needed and allow for play testing.


Other Stuff:

I have started to get card art from this wonderful community and did make some minor changes to better show the art and make things look better. Link to the document if you want make art for this game. Doesn't matter your artistic ability, if you want to make a card feel free to claim one. https://docs.google.com/spreadsheets/d/1uwZMVqwkOXLStDGmxfZmhZD6zzCOLC9N1mQJgkAq...

Plans for this week:

Connect all the systems and set up the rest of the decks you and opponents will use. Create the tutorial system for the first fight (if you need one) and make system where you can do random battles before the final battle to grind gold and buy more cards.

WEEK 2:

Big goal this week was setting the rest of the abilities with the cards. set up some preset deck, and make the deck management stuff. 

Goal 1:

Making the rest of the abilities was a longer process then I expected. I had to get creative with how I check the board for a card so another card will synergize with it. Below I have a screenshot of part of my card database (values below go: What the game calls the card, what type of card it is, cards attack, cards health, cards cost, the catagory of the card, ability text, ability script, card rarity, and card name.)



I would change most of the number values as I considered balancing and how much health each player would have. I also went and gave a name to all the cards, so they will not be Card1, Card2, Spell1 and so on when actually playing the game. Had some fun with coming up with names, as something that simple can help fill out a world and give implied lore to the world, and since the theme of the Jam is that these characters crossover into a different world, this helps it seem like it is a different series. Of course I was a fool to think that this would be the end making cards as....

Goal 2:

I thought this would be the easy one, just look at my database and theme decks around similar abilties and card catagories. Turns out while abilities worked well, card catagories where not so easy as 50 cards split among 7 catagories means that most catagories dont have enough cards to fill a 20 card deck with 2 of each card allowed. I had to create more cards so certain themed decks could work. While this was a much shorter process then creating the original 50 it did take more time then planned.

Goal 3:

This goal I only partway finished. I have the selecting a deck system and viewing a deck system in place, but now the creating a deck system. Below is an older video of me viewing two decks from the card management system to make sure the old deck unloads properly.




Making the deck creation system is a harder process then I originally thought and will be the main goal for this week as well.


Other Stuff:

Some of the small things I did this week would be: making a system to inspect your cards in your hand to help you read them as cards can be hard to read due to there size in your hand and reworking how casting spells worked to be more in line with how selecting a card to use an ability on works, and I also made a document for anyone who wants to make card art for this game to claim a card and give a link to the the finished card https://docs.google.com/spreadsheets/d/1uwZMVqwkOXLStDGmxfZmhZD6zzCOLC9N1mQJgkAq...


Plans for this week:

Finish making the deck building system, make a simple shop to buy card packs and premade decks, opening pack system, and make character abilties.

Didgeridooist here making a dev log for the game I'm currently working on. Like the last few years I use this a way to log my progress week to week and plan for the current week.


WEEK 1: 

I wanted to make card game again, but on with making deck, cracking packs, and a class system. Progress wise compared to last year, I have done more progress in one week then I did in two weeks last year.

For anyone who played my game last year this sort of layout will probably look familiar.One of the many improvements I wanted to make this year was making a layout that feels less crowded and display information better



Which lead to this layout with place holders for chracter display and decks. This layout which allows me more room for things I added and plan to add later. Outside of the basic set up for the game, making cards and abilities has been most of the work this week. I wanted more complicated abilities this year, cards summoning other cards, being able to select which card to use abilities on, a bunch of synergy cards, and many other abilities. I think the best way to end things this week is to leave a video of me playing the game from the start and until I crashed it from a bug.

(1 edit)

Keener I decided to be more of a jokey deck/character. An old I idea I had for a game was more similar to Uno which would make Keener's ability to see opponent cards more powerful. 

Glad you enjoyed the game.

Ya during testing I saw that combo and thought it was a fun thing to achieve. Thanks for the kind words as well.

(5 edits)

Week 3/4: I have been busy this week finishing the game from start to finish. SO I may have forgotten to update this at the start of the week. TLDR of everything: game is done, just need to finish card, shop ui, and cutscene art. Cutscene art will be the hardest  due to cutscenes taking up a lot of screen space compared to cards. 

I dont want to spoil much as people will be able to play it soon so have some card art instead:

Week 2

Week 2 had a lot of work done in it.To best show it I got a series of gifs of me playing the game

This menu was a simple thing I made in the middle of the week. No much to say about it player confirms Skremplets are back and then you pick a character. Right now neither character has anything special with them, just different testing decks. Grymmt and Ms Cherry where picked becauseI have an idea how to implement their Goblic Endowment's and their Detriments.


To start I just draw a card and end my turn. I could have played some cards but i wanted to show the opponent playing cards first. As you can see as well a lot of place holder cards with only Keener having the only card. You will also notice that the Player has an extra slot on their side, that is the magic slot, where you will play your spells. Why do you only have a magic slot? Well lets just say there is a simple story reason

Next we go to back to my turnwhere i play TestMagic to deal 1 damage and wipe out all the dummy cards. Next we get to me playing the Keener cards which have special abilty to be played in the magic slot or the monster slots which I thought would be a nice way to incorporate their endowment into card form. Next we get Card2 which bypasses first card restictions on attacking and TestRange which does 1 damage directly to your opponent. 


Next we watch the opponent attack my cards nothing special to say here


Finally we skip ahead to end of battle (whichis currently tied to ending a turn before the games checks health) and we see after I win we go to a shop. I forgot to give the player money on a win so I dont buy anything and just click the buy button. The way the shop works is it picks random cards for you to pick from, so everytime you visit a shop you never know what you will find. The leave button on the shop will take you to the next battle, but since I just duplicated the battle from the first one everything will be the same for now.


This week will be focused on making card,  programming abilities for them, making multiple opponent decks the game will randomly choose, and working on characters special abilities. Also making the scenes for the games story.

Last year I made a dev log for my game as a way to track progress and figure out what to do in the next week. This year I plan to use this dev log in a similar manner.


Week 1: With the gamejam starting I had an idea to make a card game and with the Skremplets being trash monsters my idea would fit perfectly with the concept. The question was what type of card game? Slay the Spire like? Hearthstone like? Pokemon TCG like? and many other card games that exist. The final design I went with was using monster cards to lower eithersides health to 0, but the a monster card on a side will prevent direct damage being done. With that idea in mind I went to work making place holder cards and assest and began programming drawing cards from a deck and placing those cards into slots


As what can be seen from the gif, I was able to program drawing cards into a hand, hovering over cards to highlight one, dragging cards into a slot, and if a card is not placed in a slot it goes back to your hand. Of course eveything is tiny with unreadable text, that would be a problem for next week along with coding in an opponent and battling.

(3 edits)

So I want to make a dev log for my game, which I have decided on the name Squandrick's Quest for now. 

Week 1

My original idea for a game was gonna be a restaurant management type of game in Java, and after the first week I realized I had no idea how I was going to do this and this lead to me restarting my game and pivoting to a top down dungeon crawler and decided on the engine Godot.


Week 2

Week 2 began the real start to my game, and it was a slow start. I had to learn the basics of Godot and had to create a new design document as a lot of my old ideas won't translate to a new game genre. The big result at the end of the week was a simple level with place holder assets and a simple movement system and attack animation which you can see below:


Seeing everything run, though simple as it is, was a confidence boost I needed after Week 1. 


Week 3

Week 3 I didn't make a lot of progress as I had to learn collision and start properly coding scripts. To start I figured out how to make an enemy die when the player bumps into them:


Next was to flip the scrip and have the enemy kill the player on contact and respawn them:


Finally make it so an attack from the player will kill the enemy:


This whole process took most of the week, but the result was understanding in how collision works which would lead to week 4 having major progress for the game's systems


Week 4

This is the current week at the time of writing and is also the week that ends with most of framework of the game set up. Start the week was learning to create enemy pathfinding which lead to changes in both player and enemy hit boxes to make both groups not get stuff on trying to navigate around walls: 


I also added proper health to the player so they can take 5 hits before dying (though I didn't have a way to indicate that yet):


(I didn't realize I spelled PEE when I recorded that)

I also created the first animated asset, a teleporter that will send the player to the starting location:

   


Next was getting a proper UI and creating a tutorial level to start the game in:

I also figured out the biggest system of game so far, making it so the attack (that is gonna be an ice breath basically) freeze the water tile and allow the player to walk over them:

This leads to the last two days of work, I updated the ui:

and create a few pick ups (I had a fun time making them):

         

And most importantly created a demo for people to try by going to this google drive and downloading: https://drive.google.com/drive/u/0/folders/1v4WDHbdgz7ftOLBg94S9dI_XwsK19b92