AKidsDream
- 15 Devlogs
- 169 Total hours
A chess like strategy multiplayer online game built in godot engine C#
A chess like strategy multiplayer online game built in godot engine C#
Devlog: Is it SatisFeelingable enough ☺️
(Help Q&Q: what animation feels more satisfying ?:00)
clean card animation bumb up🆙 animationsNext 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲)
Devlog 13: 3rr0Rssss$s ❌ and ✅Results<>
Completely
rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s,
Now each method returns in its chain a Result<TValue, TError>
Methods likeMap,Bind,Tapetc. make it now super easy to process results and errors :))
Devlog 12: Cards and MORE Cards 🃏
I have added Cards which can now summon units
Also needed to redo the ability validation as now the modular ability system came in handy.
I was able to combine both the Ability System and the Cards, so that the cards can use them freely.
Devlog 11: I Hereby SUMMON YOU! (#°Д°)
Today we are adding CARDS,
🃏Cards contain
- MANA
- Portrait
- Health
- Duration (after how many rounds does the card play its effect)
One problem i am encountering is how to identify clicking vs draggin in godot 😵💫, but i believe i could use a workaround
Devlog 10: MOOORE ANIMATIONSS!!!!
Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS
Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames, in a way i created the same)
And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol.
Devlog 9: Soo can i remove it?:0
New modular UI animations and able to delete and see order of tiles selected 😃
Tween Component 🎞️
AllowsResources to animatespecifics (loop, ping pong) onspecific actions(ready, shown etc.)
For multiselectable tiles, there is a new layer which shows when which tiles were selected.
Allows also the deletion of tiles if still valid.
Devlog 8: So thats how much more i can CUT you😈
100+ hours 🥳
Finally added a UI for Pool Points💯 (How often an ability can be cast)
Pool Updates 💧
The pool showsIconandCount/MaxCount, with custom ANIMATIONS when the count changes
Blocking Manager 🫸
The new Blocking Manager keeps track of the game states and automatically, blocks specific ui.
Very Dynamic ( •̀ ω •́ )✧ (using enums for options)
Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd))
Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///)
Through the new ability System, was finally able to add hit flashes!
But it was such a pain to get the Shaders working 〒▽〒, they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP.
If you hit them hard enough they jitter 😱 …
Future destination 🛣️
I could imagine updating the system to be reactive to the effect applied to each Unit(so more DMG => More BOOM💥)
Also added finally animations (was time).🕺
Devlog 7: 🐦🔥 HUGE Ability CHANGES
Finally finished the new ability system (just took like 14 HOuRs Xdd)
The new system introducestwo ways of running abilities (🤫see video):
⛓️Sequential
Runs all selected tiles one by one, and casts the effect
📦Batch
Runs the effect on all selected tiles.
Also Added Context so that Abilities/Effects
can now communicate and influence each other :
Cost = Base Cost + Selected Tiles
...
Damage = Cost * Base Damage
(infinite cycle of death 🩻)
This will allow huge upgrades to make in a modular way complex abilities super simple and fast.
Devlog 6: Rebuilding the Ability System
sequentially or in batches.EffectTrigger, which allows Effects of abilities to happen on specific Frames or after specific Time etc.Made great progress… ( •̀ ω •́ )✧
2v2 or how many vs how many, it will workGood thing: it now supports local X vs X, which is great for testing. :))
Next up: cool animations hehehe.
Devlog 1: 50 hours in the bag, joined stardance now!
Added Ability system and backend Teams Logic (nothing visual sadly yet…)