Posted May 20, 2025 by DragonGawain
This update is so major, that I feel the need to upgrade my game to beta release status. With this update, the last of the core concepts that I have are set up. However, this is not the end! Everything can still be expanded. There is room for growth. There is even room for change. However, before I get into all of that, I have a special announcement to make!
One year ago on this day, on May 20th, 2024, I opened Unity with a rough outline of an idea in my mind, struggled to think for a moment, and decided to "temporarily" name my project Coding Cards. One year later, I still have yet to think of a better name, so it's looking like that one's sticking. It's been a long journey to get here. Development has not been smooth. There's been a few times where I found that I hadn't opened the project for a month. But, here I am, and here my game is, looking better than ever! So, with that out of the way, let's get into what makes this update so super huge! Happy birthday Coding Cards! It's been a wild journey so far!
ALSO! There are some breaking changes this update. I speak about them at the bottom, so please at the very least scroll all the way down and give the section a glance. It's short.
I'm pretty sure I've spoken about obstacles here before. They've been set up in the code for a long time, but since the board generation was completely random, I couldn't turn them on. The possibility of an impossible map being generated stopped me. Well, that's fixed now!
Along with obstacles, there are now also traps that spawn on the map! The term 'trap' is a bit of a misnomer because they are not all negative. There are currently four types of traps:
They each have their own activation trigger(s), and I can make new and different triggers in a (probably overcomplicated) system that I made, so I'm pretty happy with them.
To go over them briefly though, floor spike will attack the cell that it's on, wall spear will attack two cells in a line (and doesn't need to be next to/on a wall), colour shift will change the colour of the tile that it's on, and free shield will give the player a free shield.
They all look visually different and, like everything else, they have tooltips as well.
This is one I'm pretty excited to share. It's been an idea in the back of my mind for a very long time now, so I'm glad I finally got around to it! Classes bring forth something that, to me, the game desperately needed: run variance. There are currently four different classes. Each of them play slightly differently due to the unique set of commands (the lines of code that go on cards) that they have access to. They're generally split into two types: combat type and movement type. The Fighter and Ranger are the combat types whereas the Mover is a movement type. The Standard class is more well-rounded. To give you a sneak peak of what they each do, here's a little breakdown:
They all play quite differently, so I hope they're well received!
The introduction of classes forced me to finally implement something that should have been done months ago - you can now beat a level by killing all the enemies! That's right, there's a second win condition!
To balance this, along with the new classes, I did some money changes:
Money is still only used in the card editor (and execute button). I plan on making it used elsewhere, but I'm not fully certain yet.
Bug fixes
(if this list seems small, I don't keep track of all the bugs that I fix, and some of the bugs I have noted down in my personal dev log are bug that never got released, so I don't share them. There were a lot of internal bugs/growing pains for across everything during this past month. Me saying something like "fixed AOE targeting to remove duplicate entries to prevent duplicate dictionary key entries" doesn't mean much now, does it?)
The tutorial is pretty busted up at this point. I, once more, have a complete tutorial overhaul in mind so I didn't bother fixing it.
Everything has tooltips so it should be not too bad to figure out how to play. Also there's now a short text based explanation in the info panel.
Mobile version is in an unknown state. (By mobile version I mean playing the in-browser version on your phone). I haven't looked at it in a while and have added a bunch of stuff to the game scene, so it's probably not looking too good.
Once more, a grand happy birthday to my game! It feels very unreal (or should I say very Unity?) to have gotten this far!
Hope you all enjoy, and please give me any and all feedback that you have!