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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
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DungeonStacks
working on core mechanics and essentials
Implemented features:
- Text centering on cards
- Lose condition
Architecture changes:
Need to be implemented:
- Better visuals
- start menu
- more types of items
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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