Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

It's been a while...

Since my last post, I had a surge of ideas stemming from how a multiplayer mode would work. A core question was - what would the win and loss conditions be for a game all about guessing cards?

This lead me into an idea spiral. The ideas were great but required (and still do) a ton of work. To stave off this work, I had to make a choice. Either try fulfil them in Godot or use a more familiar engine to me... Unity.

The issue is all the scripts were in GDScript, not C# so I would effectively have to build up from scratch again. I decided to do it, with the belief the game would change drastically anyway - I was correct.

Since then I have built the game from the ground up and includes a variety of new stuff and a more refined direction than just a high score. I've began creation of a campaign with items, events and win/loss conditions. These are being elaborated on.

As of now I have been able to get most of the core working and below is a list of things to finish up:

- Scalable Wheel; got plans for the campaign to alter this so want it more dynamic

- Persistent Data; somewhat present but inconsistent and want to make sure things are saving/loading in the correct places.

- Campaign Node generation

- Item Usability; Basic items present and code designed for their intervention but currently not usable.

For a while I had a mind block with the wheel and nodes. Did a stream on Sunday and just talking through it to myself it was obvious and got past them. Can't put a date on when this will be uploaded here but will keep everyone posted.

Here is a link to a condensed video of the stream if you are curious on how it's coming along:


Support this post

Did you like this post? Tell us

Leave a comment

Log in with your itch.io account to leave a comment.