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Dideridooist

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A member registered May 30, 2021 · View creator page →

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(1 edit)

Keener I decided to be more of a jokey deck/character. An old I idea I had for a game was more similar to Uno which would make Keener's ability to see opponent cards more powerful. 

Glad you enjoyed the game.

Ya during testing I saw that combo and thought it was a fun thing to achieve. Thanks for the kind words as well.

(5 edits)

Week 3/4: I have been busy this week finishing the game from start to finish. SO I may have forgotten to update this at the start of the week. TLDR of everything: game is done, just need to finish card, shop ui, and cutscene art. Cutscene art will be the hardest  due to cutscenes taking up a lot of screen space compared to cards. 

I dont want to spoil much as people will be able to play it soon so have some card art instead:

Week 2

Week 2 had a lot of work done in it.To best show it I got a series of gifs of me playing the game

This menu was a simple thing I made in the middle of the week. No much to say about it player confirms Skremplets are back and then you pick a character. Right now neither character has anything special with them, just different testing decks. Grymmt and Ms Cherry where picked becauseI have an idea how to implement their Goblic Endowment's and their Detriments.


To start I just draw a card and end my turn. I could have played some cards but i wanted to show the opponent playing cards first. As you can see as well a lot of place holder cards with only Keener having the only card. You will also notice that the Player has an extra slot on their side, that is the magic slot, where you will play your spells. Why do you only have a magic slot? Well lets just say there is a simple story reason

Next we go to back to my turnwhere i play TestMagic to deal 1 damage and wipe out all the dummy cards. Next we get to me playing the Keener cards which have special abilty to be played in the magic slot or the monster slots which I thought would be a nice way to incorporate their endowment into card form. Next we get Card2 which bypasses first card restictions on attacking and TestRange which does 1 damage directly to your opponent. 


Next we watch the opponent attack my cards nothing special to say here


Finally we skip ahead to end of battle (whichis currently tied to ending a turn before the games checks health) and we see after I win we go to a shop. I forgot to give the player money on a win so I dont buy anything and just click the buy button. The way the shop works is it picks random cards for you to pick from, so everytime you visit a shop you never know what you will find. The leave button on the shop will take you to the next battle, but since I just duplicated the battle from the first one everything will be the same for now.


This week will be focused on making card,  programming abilities for them, making multiple opponent decks the game will randomly choose, and working on characters special abilities. Also making the scenes for the games story.

Last year I made a dev log for my game as a way to track progress and figure out what to do in the next week. This year I plan to use this dev log in a similar manner.


Week 1: With the gamejam starting I had an idea to make a card game and with the Skremplets being trash monsters my idea would fit perfectly with the concept. The question was what type of card game? Slay the Spire like? Hearthstone like? Pokemon TCG like? and many other card games that exist. The final design I went with was using monster cards to lower eithersides health to 0, but the a monster card on a side will prevent direct damage being done. With that idea in mind I went to work making place holder cards and assest and began programming drawing cards from a deck and placing those cards into slots


As what can be seen from the gif, I was able to program drawing cards into a hand, hovering over cards to highlight one, dragging cards into a slot, and if a card is not placed in a slot it goes back to your hand. Of course eveything is tiny with unreadable text, that would be a problem for next week along with coding in an opponent and battling.

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So I want to make a dev log for my game, which I have decided on the name Squandrick's Quest for now. 

Week 1

My original idea for a game was gonna be a restaurant management type of game in Java, and after the first week I realized I had no idea how I was going to do this and this lead to me restarting my game and pivoting to a top down dungeon crawler and decided on the engine Godot.


Week 2

Week 2 began the real start to my game, and it was a slow start. I had to learn the basics of Godot and had to create a new design document as a lot of my old ideas won't translate to a new game genre. The big result at the end of the week was a simple level with place holder assets and a simple movement system and attack animation which you can see below:


Seeing everything run, though simple as it is, was a confidence boost I needed after Week 1. 


Week 3

Week 3 I didn't make a lot of progress as I had to learn collision and start properly coding scripts. To start I figured out how to make an enemy die when the player bumps into them:


Next was to flip the scrip and have the enemy kill the player on contact and respawn them:


Finally make it so an attack from the player will kill the enemy:


This whole process took most of the week, but the result was understanding in how collision works which would lead to week 4 having major progress for the game's systems


Week 4

This is the current week at the time of writing and is also the week that ends with most of framework of the game set up. Start the week was learning to create enemy pathfinding which lead to changes in both player and enemy hit boxes to make both groups not get stuff on trying to navigate around walls: 


I also added proper health to the player so they can take 5 hits before dying (though I didn't have a way to indicate that yet):


(I didn't realize I spelled PEE when I recorded that)

I also created the first animated asset, a teleporter that will send the player to the starting location:

   


Next was getting a proper UI and creating a tutorial level to start the game in:

I also figured out the biggest system of game so far, making it so the attack (that is gonna be an ice breath basically) freeze the water tile and allow the player to walk over them:

This leads to the last two days of work, I updated the ui:

and create a few pick ups (I had a fun time making them):

         

And most importantly created a demo for people to try by going to this google drive and downloading: https://drive.google.com/drive/u/0/folders/1v4WDHbdgz7ftOLBg94S9dI_XwsK19b92