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184765

@184765

Joined July 20th, 2026

  • 7Devlogs
  • 2Projects
  • 1Ships
  • 19Votes
Ship Changes requested

I created three simple Python games. Some of the sections were challenging to me but it was mostly just time and error checking through multiple iterations. I’m proud of the end product as I enjoy using it personally. Have fun if you try it out!

  • 3 devlogs
  • 9h
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43m 16s logged

Fixing Issues rewritten to show development processing behind it.

Group 3 — Fixing Changes and Code Logic

29/08/26 — Adding Input Checking
I worked on making the program more reliable by adding input checking. Before this, entering something unexpected could cause errors or stop the program. I added checks so invalid inputs could be handled and the player could try again.

03/09/26 — Preventing Repeated Items
While testing the random item system, I noticed that the same item could appear repeatedly. I changed the generation logic so the program checks previously selected items before generating a new one. This helped make the rounds more varied.

05/09/26 — Fixing Ability Logic
As I added more abilities, I had to make sure the program was correctly tracking their uses and effects. I worked on the logic for reducing charges when an ability was used and making sure the correct effect was applied without accidentally generating another round.

07/09/26 — Fixing Percentage Calculations
I worked on the percentage ability and found that the calculation needed to work regardless of which item had the higher price. I used an absolute difference so the percentage could be calculated correctly in either direction.

07/09/26 — Adding Ability Regeneration Logic
I added logic for abilities that can regenerate after a certain number of rounds. This required keeping track of the player’s progress and checking when the required number of rounds had passed before restoring the charges.

09/09/26 — Improving Code Feedback
I worked on the feedback given by the program after different actions. Instead of only changing variables in the background, the program now tells the player what happened when an ability is used or when an important gameplay event occurs.

16/09/26 — Fixing WordL Logic
I continued testing the WordL checking system and found issues with how guesses were being handled. I adjusted the validation and feedback logic so that letters were checked against the target word more consistently.

17/09/26 — Cleaning Up the Code
I went through the code after the recent changes and checked for remaining issues. I also looked at the formatting and comments because some lines had become too long. Cleaning this up made the code easier to read and maintain while continuing to follow the expected coding standards.

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4h 58m 6s logged

Rewritten Quiz game and WordL game devlog to show my development process.

Group 2 — Quizza and WordL

08/09/26 — Starting Quizza
I started implementing the basic Quizza game. The game asks the player general knowledge questions and gives them multiple options to choose from. I also started adding the ability system, including 50/50, skip and double.

09/09/26 — Testing Quizza Questions
While testing Quizza, I found that one of the generated questions was not actually being displayed correctly. I fixed the question generation/display system and continued testing to make sure questions were appearing properly during gameplay.

10/09/26 — Expanding Quizza
I added more questions to Quizza to increase the variety of the game. I also reviewed some of the questions and changed their wording where needed so they were easier to understand.

10/09/26 — Improving Quizza Feedback
I noticed that the player did not always get enough feedback when they used an ability or answered a question incorrectly. I worked on adding clearer feedback and displaying the current round so the player could understand their progress.

15/09/26 — Starting WordL
I started developing WordL as the third game in the compendium. I created the basic gameplay structure and used Wonderwords to generate five-letter words. I also started building the system for checking player guesses.

16/09/26 — Creating WordL Feedback
I worked on the WordL feedback system. The game now checks the letters in the player’s guess and provides different feedback depending on whether a letter is in the correct position or is in the word but in the wrong position.

17/09/26 — Validating WordL Guesses
During testing, I found that players could enter random combinations of letters that were not actual words. I added a word validation system so guesses have to be real words before they are accepted. This made the game follow the intended WordL rules more closely.

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3h 27m 47s logged

Rewritten Higher or Lower devlog to show the development process:

Group 1 — Higher or Lower Python Game

27/08/26 — Starting the Game Hub
I started developing the main structure for my Games Compendium. I created the basic game selection menu and started setting up Higher or Lower as the first game. The goal was to get the basic structure working before adding more complicated features.

03/09/26 — Creating the Higher or Lower System
I started building the main Higher or Lower gameplay. The player is given an item and its price, then has to guess whether the next item will be worth more or less. I also started setting up the random item and price generation so each round could be different.

04/09/26 — Preventing Repeated Prices
While testing Higher or Lower, I noticed that the game could generate the same price again. I changed the generation system so that new prices would be checked before being used. This made the rounds feel more random and prevented obvious repeats.

05/09/26 — Adding Player Names and Abilities
I added username selection so scores could be connected to the player. I also started implementing the game’s abilities, including heal, percentage and double time. These gave the player more options during a round instead of only guessing higher or lower.

07/09/26 — Expanding Higher or Lower
I continued working on the ability system. I added ability charges, percentage calculations and regeneration for some abilities. I also worked on displaying how many uses were remaining so the player could make decisions about when to use them.

10/09/26 — Improving the Gameplay Presentation
After playing through Higher or Lower, I noticed that some of the information was appearing too quickly. I added delays between sections of text so the player has more time to read the instructions, ability information and results of each round.

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5h 12m 38s logged

Development Log Four – Python Adventure RPG GameThe main focus during this time has been completing the combat systems for the game and planning out the storyline. The combat system uses a large range of abilities and monsters to increase replayability, so each encounter feels unique. Titles were also used to increase player progression, allowing them to complete more content. I tried implementing music, but I realised I won’t be able to test it until I move to a different platform, since, from my knowledge, GitHub doesn’t play sound. I’ve shifted from the combat system into the main storyline, which consists of ten main acts until the end, in which you’ll be able to replay the game with faster progression and a story that changes slightly each time. The current goal is to complete this storyline and truly turn this game into an RPG. If you have any recommendations on how to fix or add sound, feel free to let me know.

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6h 46m 24s logged

Development Log Three - Python Adventure RPG Game
The main focus of this stage was too expand the content of the game beyond just progression systems and into the foundation of one of the more important things, combat! During development I completed the inventory system through equipment, crafting, weighted loot generation. This allowed the player to collect, craft, equip and use items to aid them throughout the journey. I also created a comprehensive monster database with a wide range of unique abilitys to reduce repetitiveness. I also created the cultivation pathway system, where your own starting cultivation type has its own progression and unique skills to increase playability. Preparing the game for combat. This is a demo combat screen.

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3h 13m 48s logged

Development Log Two - Inventory, Loot and Crafting Systems.

The main accomplishments during this stage were creating a complete item database containing crafting materials, pills, weapons, armour, and cultivation scrolls. I also developed a dynamic loot system that rewards players based on item rarity and integrated a player inventory to store and display collected items. Finally, I built the foundations of the crafting system, allowing players to gather materials, view recipes, and craft new items, establishing the core economy and progression systems for the game.

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5h 15m 49s logged

Development Log One - Python Adventure RPG game.
The main things I accomplished through this process are building the main game loop, finishing the character creation system, and using those stats to build a cultivation system where the player can level up through stages and realms.

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