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Danial

@Danial

Joined June 7th, 2026

  • 24Devlogs
  • 9Projects
  • 3Ships
  • 43Votes
Hi, this is my first time doing a hack club event. I am in year 7. (I don't know what else to say)
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2h 42m 54s logged

⚔️Villager Tactics Devlog #4

Hi :yay-1-1-72614fb2edd2: :yay-2-1-3828bb11976b:
Hi :yay-1-2-1e2d4f324297: :yay-2-2-b04378aea4ec:

Added:

  • command function, so now you can type /groupX hold, /groupX defend, /groupX attack, and /groupX follow in the chat, and they will respond and follow the comand
  • Made the AI for the archer and crossbowman
  • Made a texture atlas
  • Made the texture for the blueprints

Fixed:

  • Made commands from targeting one type of entities (/groupX Swordsman defend), to and overall thing (/groupX defend)
  • Fixed the folder formating

Next steps:

  • Make the textures for all the entities and the leftover items
  • Make the packs into acctual behavior and resource packs and test the archers, swordsmans, and spearman in the game
  • make the manifest.json files exist in both pack folders with matching UUID dependencies so Minecraft can link the packs together.

:yayayayayayayayay: :habibi: :happi:

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3h 15m 46s logged

⚔️Villager Tactics Devlog #3

What I worked on:

  • Finished everything related to spearman, so it is the second fully functioning unit in the mod
  • Coded all the wepons in the game, so now they are all usable
  • Deleted around 10 files

Fixed:

  • changed the command banner from an Item to a command (will have implemented that by the next devlog. works with commands like /group1 /hold, group1 /defend, might change them later though)
  • Made the pngs for the spears and swords from empty pngs to ones that work

Next things:

  • Make the rest pngs for the new wepons
  • Make the ranged units (bowman, crossbowman)

I might not have time to make the ranged units though, as I have my end of term assesments, and my exam block starts in 6 weeks

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3h 1m 29s logged

⚔️Villager Tactics Devlog #2

Custom Weapons & Equipment

  • Tiered Weapons: Drafted all behavior JSONs using format version 1.20.50 for Shortswords and Spears across Wood, Stone, copper, Iron, Gold, and Diamond tiers.
  • Ranged & Shield: Built behavior definitions for the custom Shield, Bow, and Crossbow items.
  • File Naming & Namespace: Renamed all custom item files and identifiers to use the standardized vt_ prefix (e.g., villagertactics:vt_shortsword_iron) inside VillagerTactics_BP/items/.
  • Argued more with AI
  • Made about 50 more files and 30 more pngs

4-Piece Chainmail Armor System

  • Armor Set: Created individual item behaviors for chainmail helmet, chainmail chestplate, chainmail leggings, and chainmail boots mapped to their respective wearable slots.

Swordsman Unit Complete Setup

  • Entity Behavior (vt_swordsman.json): Configured the Swordsman entity with interaction triggers allowing players to pass specific armor pieces directly to the unit, upgrading its stats dynamically through component groups.
  • Equipment Loot Table (vt_swordsman_gear.json): Established the spawn gear loot table so the Swordsman spawns holding an iron shortsword. Fixed the extensionless file bug in the behavior directory.
  • Client Entity (vt_swordsman.entity.json): Linked client-side render controllers, materials, and standard humanoid animations.
  • Model Geometry (vt_swordsman.model.json): Implemented the base humanoid geometry model in VillagerTactics_RP/models/entity/ with bone hierarchies ready for custom textures.

dat’s all :0-5:

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2h 6m 36s logged

⚔️ Villager Tactics Devlog #1

What I worked on/did:

  • Added the Swordsman and Spearman combat units with custom targeting, weapons, and reach mechanics
  • Created around 115 files, and 60 pngs…
  • Argued with ai

Fixed:

  • nothing yet, there is nothing to fix

Next things:

  • Draw the remaining spear weapon sprites and armor model texture sheets
  • Add crafting recipes for the 4 individual chainmail armor pieces
  • Move on to the Ranged Units (Archers / Crossbowmen) or building out the Resource Gathering system (Lumber Camp, Mining Camp, Granary)
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6h 39m 49s logged

👨‍🍳 New Chef Devlog #7

What I worked on:

  • Added a scrubbing feature to clean the fryers, drink stations, and grills
  • Added a background music
  • Added a settings area, where you can change the volume, and some other things that I might add in the future
  • Aded a volume slidder, so you can change the sound if it is too loud, or too quite

Fixed:

  • cleaned the UI for the Aprons, Hats, and Clothes
  • Cleaned the overall UI
  • There was an error with the slider, where you had to pull it from somwhere else in the screen, insted of just pulling it itself

Next things:

  • this is going to be the last devlog before the first ship
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4h 14m 11s logged

  🐍 Devlog: #9

This is going to be my last post until the next ship.

  • Score tracking update for diffrent speed levels
  • Pressing continue saves the last speed (So you can’t enter the game and get a high score for a higher speed)
  • The snake won’t crash into itself if you’re trying to do a 180 turn
  • Some complaints from the last ship
  • Also fixed a lot of other bugs that I forgot
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3h 13m 31s logged

👨‍🍳 New Chef Devlog #6

What I worked on:

  • Implemented 2-minute daily shifts (120s) with progressing daily revenue targets and day counter tracking.
  • Created the Chef Wardrobe Customisation Station (Key 5) allowing players to buy and equip outfits like Golden Apron and Master Black.
  • Added Fast Grills, Fast Fryers, Fast Drinks, and Anti-Burn Tech upgrades to the Ordering Tablet (Key 6) to boost kitchen efficiency.
  • Rebalanced Drink Station economy: updated dispenser unlock costs ($0, $175, $275, $375) and raised wholesale Drink Supplies pricing to $20.
  • Added manual order rejection at the Customer Counter using X or Backspace’.
  • Integrated day progress, equipped outfits, and all appliance speed upgrades into the JSON save/load architecture (save.json).

Fixed:

  • Fixed drink pouring duration calculation to dynamically read fast_drink_upgrade speed settings.
  • Resolved save file loading errors when reading saved profiles missing upgrade and wardrobe dictionary keys.
  • Cleaned up HUD alignment to neatly accommodate shift timers, active outfit name, and stock counters.

Next things:

  • End-of-shift profitability summary screens.
  • Expanded Wardrobe options with headwear and accessory slots (and things that make them useful).
  • Cleanliness and maintenance indicators for grills and fryers.
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3h 11m 12s logged

👨‍🍳 New Chef Devlog #5

What I worked on:

  • Expanded the drink station to 4 soda dispensers with progressive unlock costs ($0, $100, $150, $200) controlled using keys D, F, G, and H.

  • Added 3 customer types: Regular, VIP (pays 2x cash, but has 50% patience), and Easygoing (has 150% patience).

  • Created a Tip System that awards a +$5 bonus when serving customers when their patience meter is above 80%.

  • Implemented Combos & Side Orders (e.g., Burger + Fries + Drink) requiring full tray orders and yielding bonus cash.

Fixed:

  • Resolved backward-compatibility issues when loading older save.json files missing the new drink dispenser tracking keys.

  • Fixed order fulfillment logic so the space bar finds and deducts all items required for a combo orders.

  • Adjusted customer card UI layout and color rendering to correctly accommodate customer type badges and tip indicators.

Next things:

  • Equipment upgrades (e.g., faster cook times, anti - food burning).

  • Wardrobe customisation features for key 5.

  • Shift timer and daily earnings targets.

  • Rejecting orders

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4h 3m logged

  👨‍🍳 New Chef Devlog #4

What I worked on:

  • Implemented a persistent Save System using JSON that automatically preserves player progress (capital, served customers, ingredient stocks, tray items, and station upgrades) across sessions.

  • Upgraded file handling to use absolute directory resolution so the save file reliably creates in the exact script location regardless of execution environment.

  • Added holding tray state tracking to ensure burgers, fries, and drinks staged on trays are accurately saved and restored.

  • Refactored station state handling and event logic for better stability across all kitchen stations.

Fixed:

  • Resolved file directory tracking bugs where save data wasn’t being recognized across different IDE environments.

  • Fixed an issue where items sitting on the holding tray were lost upon exiting the game.

  • Cleaned up event loop input collisions across station keybinds.

Next things:

  • make the drink second dispenser unlockable (maybe add more too)

  • customer types ( e.g. a “VIP” who pays double but has half the patience time, or an Easygoing customer who waits longer.)

  • Tips System: Give bonus cash if you serve a customer while their patience meter is still above 80%.

  • Combos & Side Orders: Require combo orders (e.g., Burger + Fries + Drink) for a larger payout.

(Sorry for the delay on this update. Ran into a few save-state and file path bugs that took a bit longer than expected)

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1h 10m 50s logged

👨‍🍳 New Chef Devlog #3

What I worked on:

- Improved the restaurant systems and expanded the kitchen interface.
- A redesigned supplier tablet with clickable ordering buttons.
- Multiple supply options for burgers, fries, drinks, and future ingredients.
- Locked supplier slots for future content.
- A second locked fryer in the Fries Station.
- A second locked drink dispenser slot in the Drink Station.
- Improved station layouts and interface organization.

Fixed:

- Missing locked equipment labels.
- Issues with the supplier tablet display.
- Layout problems with the kitchen stations.

Next steps:

- Add burnt food.
- Add stock deliveries with delivery timers.
- Add a save game system.
- Begin implementing customer patience.

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2h 10m 55s logged

👨‍🍳 New Chef Devlog #2

What I worked on:

  • Expanded the kitchen system by adding more cooking stations and improving the restaurant layout.

Added:

  • An 8-grill layout for the Grill & Stock Delivery area.
  • A system for locked grill slots that can be upgraded later.
  • Burger cooking with a timer and progress bar.
  • Random customer orders.
  • Money and customer served tracking.
  • Improved the kitchen structure to prepare for future - upgrades and more recipes.

Next steps:

  • Add stock deliveries.
  • Add more food types.
  • Add customer patience.
  • Add upgrades for kitchen equipment.

(forgot to do the first devlog, so lets just call this the second one 🙃)

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9h 59m 15s logged

🚀Devlog #2 — Adding Restarting and Improving Game Flow
Today I worked on improving the overall gameplay experience of my Space Invaders game.
I added a restart system that allows players to press R after winning or losing to start a new game without closing and reopening the program. The restart feature resets the player, enemies, bullets, score, and lives.
I also improved the game structure by separating the game logic and drawing sections, making the code cleaner and easier to expand with new features.
Next, I want to add more polish, such as sound effects, better visuals, and new gameplay mechanics.

(It took me 10 hours because the file accidentally got deleted. Then it failed to save a second time, so I had to restart it all over again. I was too tired so I couldn’t add to many features)

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2h 7m 26s logged

🚀 Devlog #1 – Starting Space InvadersI started working on my Space Invaders game using Python and Pygame.

✅ What I worked on
Created the basic game window and setup.
Added the player spaceship and movement controls.
Started building the game loop and structure.
Planned the main features, including enemies, shooting, and scoring.

📝 Reflection

This is the beginning of my project. I will continue improving the game by adding enemy AI, bullets, sound effects, and more gameplay features in future updates.

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2h 46m 13s logged

🐍 Devlog: #8
Cleaned up my Snake game repository by putting the README.md, Snake.py, save.json, background.mp3, and death.wav files into one main repository. I also fixed the README file name and prepared the repository and demo links for resubmission.

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Ship 💀 Cursed

Snake Game – Final Submission
This project is a classic Snake game developed in Python using Pygame. It includes a main menu, pause feature, adjustable sound and speed settings, score and high score tracking, restart functionality, and a game over screen. This is the final version of the project for submission.Thank you to anyone who was following the progression of the game!

  • 8 devlogs
  • 11h
  • 4.18x multiplier
  • 22 Stardust
Try project → See source code →
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4h 0m 51s logged

🐍 Devlog #7 – Final Project
In this last session, I finished my Snake game by fixing the last few bugs and making sure all features worked correctly.
✅ Final Changes

  • Fixed the restart button and menu navigation.
  • Made sure scores save correctly.
  • Finished the sound and speed settings.
  • Improved the controls and button layout.
    . Tested the game and fixed minor bugs.
    📝 Reflection
    I’m really happy with the final game results. The game is now complete and ready for submission.
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1h 11m 20s logged

🐍 Devlog #6 – Settings Menu (Sound & Speed)
This update focused on adding and improving the settings menu to give players more control over gameplay, specifically sound and game speed.
⚙️ Settings Menu
I implemented a settings menu where players can adjust key game options instead of everything being fixed in the code.
🔊 Sound Control
I added a sound option that allows players to enable or disable game audio, making the experience more flexible depending on preference.
⚡ Speed Control
I added a speed setting that changes how fast the Snake moves. The speed levels are slow, Normal, fast, and Extreme.
🧭 Menu Integration
The settings menu is fully connected to the main menu and game loop, so changes apply correctly without breaking navigation or gameplay.
🧩 Stability
I made sure settings updates don’t interfere with saving, restarting, or switching between menus.

This might be my last update, unless I do some last minute changes tomorrow.

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1h 8m 52s logged

🐍 Devlog #5– Snake Game Update
This update focused on improving the game’s usability and adding a full interactive UI.
✨ What I added

.Clickable menu buttons (New Game, Continue, Controls, Quit)

.Clickable game over buttons (Restart, Menu)

.A controls screen showing keybinds like movement, pause, and turbo

.Support for both keyboard AND mouse input

.Clear button labels that show controls (e.g. “Pause (P)”)

.Improved menu navigation flow

.Wider and easier-to-click buttons

🔊 Audio improvements

.Background music system added

.Music starts at volume 0 and fades in smoothly

.Death sound effect plays when you lose

💾 Game system

.Save and load system using save.json

.High score tracking

.Continue option added from menu

🐛 Bugs fixed

.Fixed crashes from missing menu states

.Fixed input not working in some screens

.Improved game-over handling so it doesn’t freeze

.Fixed snake movement issues after restart

🎯 Next steps

.Add settings menu (sound on/off, speed control)

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1h 11m 23s logged

🐍 Devlog #5 – Polish + Game Improvements
This update focused on improving the overall stability and feel of my Snake game. I fixed several issues in the game logic, including problems with saving the high score, menu flow, and game over handling.
💾 The save system now works properly and keeps the high score between sessions. The menu system has also been cleaned up so restarting or continuing a game no longer causes bugs or resets data incorrectly.
🐍 I also improved the gameplay experience by polishing movement, collision handling, and general game structure. The code is now more stable and easier to manage.
🎮 Overall, the game now feels more complete and consistent, with fewer bugs and smoother transitions between states like menu, gameplay, and game over.
🎵 Next update will include background music and a death sound to improve the game’s atmosphere.

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