You are browsing as a guest. Sign up (or log in) to start making projects!

ASOM

@ASOM

Joined June 15th, 2026

  • 7Devlogs
  • 1Projects
  • 0Ships
  • 0Votes
Open comments for this post

2h 47m 49s logged

DungeonCards V0.1.4

Graphics update


Implemented features:

Graphics changes:

  • Background texture (thanks to Gemini)
  • Vignette drawing
  • Better card description rendering
  • When card is hovered it pops up a bit making game more interactive and immersive
  • Hands drawing

Architecture changes:

  • Better card interactions e.g.
    now attacking with weapon from backpack is impossible
  • Empty piles e.g. left hand is now lighted up if selected item can be moved to it

DungeonCards V0.1.4

Graphics update


Implemented features:

Graphics changes:

  • Background texture (thanks to Gemini)
  • Vignette drawing
  • Better card description rendering
  • When card is hovered it pops up a bit making game more interactive and immersive
  • Hands drawing

Architecture changes:

  • Better card interactions e.g.
    now attacking with weapon from backpack is impossible
  • Empty piles e.g. left hand is now lighted up if selected item can be moved to it

Replying to @ASOM

0
1
Open comments for this post

2h 25m logged

DungeonCards 0.1.3


Implemented features:

  • Graphics :D thanks to 0x72 assets from itch.io
  • More spells
  • Added missing resolving interactions

TO-DO

  • Implement remaining graphics
  • Better UI
  • Start menu
  • High-score
  • Checkout previous TO-DO

DungeonCards 0.1.3


Implemented features:

  • Graphics :D thanks to 0x72 assets from itch.io
  • More spells
  • Added missing resolving interactions

TO-DO

  • Implement remaining graphics
  • Better UI
  • Start menu
  • High-score
  • Checkout previous TO-DO

Replying to @ASOM

0
2
Open comments for this post

4h 23m 39s logged

DungeonCardsV0.1.2


Implemented features:

  • Added new item type SPELL
  • Added new spells and graphics
  • Added interactions for spells
  • Added context aware highlighting
  • Added hover card description drawing

TO-DO

  • Better graphics and UI
  • Start Menu
  • High-score

DungeonCardsV0.1.2


Implemented features:

  • Added new item type SPELL
  • Added new spells and graphics
  • Added interactions for spells
  • Added context aware highlighting
  • Added hover card description drawing

TO-DO

  • Better graphics and UI
  • Start Menu
  • High-score

Replying to @ASOM

0
2
Open comments for this post

2h 40m 3s logged

DungeonStack V0.1.1


Architecture changes:

  • Shaped and improved core mechanic.
  • Better randomness, now using weighted pool

Implemented features:

  • Added damage absorption item (shield)

DungeonStack V0.1.1


Architecture changes:

  • Shaped and improved core mechanic.
  • Better randomness, now using weighted pool

Implemented features:

  • Added damage absorption item (shield)

Replying to @ASOM

0
2
Open comments for this post

2h 26m 58s logged

DungeonStacks V0.1.0

First build to be called something playable.
Working on improving core logic.


Architecture changes:

  • Extracted interactions to InteractionManager (split monolith logic into smaller methods)
  • Added Element enum to Card struct to prevent “if-else” explosion

Implemented features:

  • Temporary drawings using Raylib shapes
  • Added fire and ice wands
  • Added fire and ice enemies
  • Added cards counter under piles
  • Fixed a bug where card elements were inherited by subsequent random spawns

TO-DO / Next Steps:

  • Handle victory/defeat conditions (Player HP <= 0)
  • Resolve text clipping issues using text wrapping
  • Replace temporary shapes with custom graphics

DungeonStacks V0.1.0

First build to be called something playable.
Working on improving core logic.


Architecture changes:

  • Extracted interactions to InteractionManager (split monolith logic into smaller methods)
  • Added Element enum to Card struct to prevent “if-else” explosion

Implemented features:

  • Temporary drawings using Raylib shapes
  • Added fire and ice wands
  • Added fire and ice enemies
  • Added cards counter under piles
  • Fixed a bug where card elements were inherited by subsequent random spawns

TO-DO / Next Steps:

  • Handle victory/defeat conditions (Player HP <= 0)
  • Resolve text clipping issues using text wrapping
  • Replace temporary shapes with custom graphics

Replying to @ASOM

0
1
Open comments for this post

3h 25m 2s logged

DungeonStacks

working on core mechanics and essentials
Implemented features:

  • Text centering on cards
  • Lose condition

Architecture changes:

  • Extracted game logic to separate classes e.g.

  • Game class

  • PileManager class

  • Pile class

  • Ui class

  • Removed GameState class

Need to be implemented:

  • Better visuals
  • start menu
  • more types of items

DungeonStacks

working on core mechanics and essentials
Implemented features:

  • Text centering on cards
  • Lose condition

Architecture changes:

  • Extracted game logic to separate classes e.g.

  • Game class

  • PileManager class

  • Pile class

  • Ui class

  • Removed GameState class

Need to be implemented:

  • Better visuals
  • start menu
  • more types of items

Replying to @ASOM

0
1
Open comments for this post

1h 7m 17s logged

DungeonStacks
Core mechanics and essentials

Currently features:

  • Stack-Based Architecture
  • Tactical combat system
  • Dynamic UI and Centering
  • Card eneration
  • Interaction logic

Upcoming features:

  • Win/lose condition
  • Visual feedback
  • More interactions
  • More card types

DungeonStacks
Core mechanics and essentials

Currently features:

  • Stack-Based Architecture
  • Tactical combat system
  • Dynamic UI and Centering
  • Card eneration
  • Interaction logic

Upcoming features:

  • Win/lose condition
  • Visual feedback
  • More interactions
  • More card types

Replying to @ASOM

0
1

Followers

Loading…