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

rachat

@rachat

Joined July 17th, 2026

  • 12Devlogs
  • 2Projects
  • 2Ships
  • 15Votes
Ship Pending review

I made a Slack bot called SlackTCG. This bot runs a card game inside of Slack. There are five commands: /slacktcg-ping, /slacktcg-pack, /slacktcg-help, /slacktcg-inventory, and /slacktcg-trade.

Users can open 1 pack a day with the /slacktcg-pack command. There are 28 cards, and five rarities: common, rare, epic, legendary, and mythical. These are the card rarities: Common 60%, Rare 25%, Epic 10%, Legendary 4%, Mythical 1%.

Cards can also have modifiers that make them even rarer! Here are the modifier rarities: Normal 96%, Gold 3%, Shiny 0.9%, Rainbow 0.1%. This means that a rainbow mythical is almost 1/100,000 and you're only expected to get one every 20,000 packs!

Using the inventory and trade commands, you can trade with others and manage your collection, allowing progression to make the trading card game more fun.

The hardest part of this project was making it look aesthetically pleasing by only using slack text. I learned a lot about how to use virtual private servers to host it, using JSON to manage cards and users, and it enhanced my knowledge of Javascript to better prepare me for the robotics season.

Overall, this was a really fun project and I hope to make more slack bots in the future.

Try project → See source code →
Open comments for this post

30m 47s logged

I set up trading and added a 24 hour timer between packs (except admins like me lol). You trade with others by using the command /slacktcg-trade @ . If the card has a modifier, the name would look like ‘ghoul-shiny.’ I have finished everything I need to and the TCG is set up, so I’m going to ship very soon!

0
0
2
Open comments for this post

32m 28s logged

Devlog #2
I spent some time adding a way to view you inventory. Right now user info and cards are stored in a JSON file, and I think I’ll stick with it as it’ll be managable for a few hundred users and SQL is overkill. I have a half-built trading system set up that I’m trying to polish and make more intuitive. I also made a logo in Canva for SlackTCG and made a slogan too: ‘The TCG That Lives in Slack.’ The next devlog will focus on finishing the trading system. I will then add a 24 hour timer between opening packs and test it with others. I would also like to add some more cards.

0
0
3
Open comments for this post

41m 23s logged

Devlog #1!
I set up the basic of a Slack bot and got all the boiler plate set up. I spent a while coming up with all the different cards and made a JSON file with them, then wrote a command to open a pack. There are 5 different rarities of cards: common, rare, epic, legendary, and mythical. Each one gets progressively rarer and you get 5 cards in each pack. The cards can also have rare modifiers. Right now nothing is stored in an inventory, but you can open packs and see what you get. I tried my best to make it look appealing to the eye as well.

2
0
5
Ship Pending review

I made a 3D printed glider using OpenVSP, NASA's open-source parametric aircraft geometry tool.

My goal was to make it a print-in-place model so it wouldn't take multiple steps or be confusing, and to perform similarly to a really good paper airplane. It did just that.

I printed seven gliders in total, and they improved with each iteration. Between all the versions, I struggled with the center of gravity the most. After testing all of them, I ended up with a final design that could glide 105 feet when launched from a small hill.

The final model includes both a 3MF file with slicer settings and an STL file for compatibility with older slicers. I hope others can print it, test it, and improve on it just like I did. Maybe scaling it up into a full-size model would be a fun challenge.

Overall, this was a really fun project that taught me how to design aircraft and create 3D prints intended for consumers. I'm excited to share the final glider with everyone!

  • 9 devlogs
  • 6h build
Video of Project → See source code →
Open comments for this post

34m logged

Devlog #9
We’re shipping!

I tested all seven prints against each other, and the sixth print was the clear winner. Thrown from a hill with moderate force, it flew about 105 feet. When thrown with lots of force, it becomes a “trick plane” that dives, climbs, and can even perform loop-de-loops.

I’ve added a demo along with the GitHub page. The image below showcases all seven prints and the damage each one took when I threw them.

Overall, it was a really fun project.

0
0
2
Open comments for this post

38m 1s logged

Devlog #8
The new plane flew really well, but durability was the main issue. I really didn’t change much on the next iteration, I just changed some slicer settings such as infill and wall loop count for enhanced durability. I also added a little bulge on the bottom of the glider for the plane to skid on so the nose doesn’t snap off when it lands. The entire plane shattered and I tried to duct tape it together but it didn’t really work. The new CAD in OpenVSP is below. I’ll try to record a video of the next flight but it’s really hard to pick up the plane with a camera.

UPDATE: This iteration flew pretty poorly the one previous to this was easily the best so far.

0
0
4
Open comments for this post

37m logged

Devlog #7
We’re getting close guys! I fixed the center of gravity issue by changing the nose of the glider to 100% infill while the rest still stays at 0%. It flew much more stable, and now we’re just down to tuning. It would dip left while flying, but I mainly think that was because the tail was extremely flimsy and snapped off. The next iteration will focus on strengthening connections between the wings, fuselage, and tail so everything prints straighter and more symmetrical. I also made the winglets larger as they were quite small and I felt they weren’t being taking advantage of. Might try scaling it up later too?

0
0
5
Open comments for this post

1h 1m logged

Devlog #6
The 3rd print has been completed. The glider flies much straighter but the center of gravity is still too far aft in the plane and it falls backwards mid flight. I addressed this issue by taping 2 pennies to the nose to add about 3 grams of weight, and it flew much more stable for the first 8-9 feet, but would spin out of control after that. The next iteration will focus on adding weight to the nose in the print to isolate that from the stability, which I’ll tackle afterwards.

0
0
4
Open comments for this post

46m logged

Devlog #5
The 2nd print was completed! The plane works pretty well on shorter glides with not much power behind the throw, but the center of gravity is too far forwards and it takes many dives. Adding polyhedral wings definitely helped along with the vertical stabilizer and shrinking the size so it ways about 2 grams less. Next big change will be changing the wing location along with fuselage tapering to distribute weight evenly, reduce the load on the wings, and fix the center of gravity.

0
0
6
Open comments for this post

51m logged

Devlog #4
The first iteration of the glider was successfully printed and the sizing was very good. It was a little too heavy by about 1/8 oz for the load I want to put on the wings and would quickly spin out of control. I began a new version with a fixed vertical stabilizer, all the measurements redone for a better center of gravity and weight distribution, and I’m focusing on making it a single-print so you don’t have to add weight to the front of the nose manually like in the previous designs.

0
0
8
Open comments for this post

24m logged

I finished v4 of the glider and did shrink it down even more so when I ship it it’ll be easier for everyone to print themselves on one build plate. I did test it on VSPAERO and it should fly really well still. The supports are really annoying in the slicing software (orca) as the plane has huge wings that need supports unless you cut it and epoxy/glue it on later - which has its own issues.

3
0
47
Open comments for this post

18m 1s logged

Shrunk the plane way down so it’ll be easier to 3D print and the weight you’ll have to add to the nose changed along with this, you’ll have to add weight that is approximately the same weight as the rest of the aircraft (which is probably easier than the 12x multiplier before). Gonna run it through the slicer. Still don’t know whether I want to add a detachable nose to add the weight (ballast) or just drill through it?

0
0
17
Open comments for this post

31m 1s logged

Made another iteration of the glider where I shrunk everything down by about 30% for easier 3D printing and added a detachable nose cap for adding ballasts so users can change the weight of the nose as it’s needed for good flight. I ran many simulations in OpenVSP for optimizing everything as well.

0
0
13

Followers

Loading…