I’m incredibly excited about what I did in the past week; I now have a working frontend for the core card battler mechanic! Previously, I had modeled an entire conflict from start to finish, including several mechanics and end states, but it was running in isolation and practically executable only as unit tests. A picture is worth a thousand words, and boy were those logs verbose. There were several challenges in connecting the frontend.
Posts for: #Godot
A Solid Conflict Foundation
I’ve been implementing and refining the core gameplay loop. Since last week, many more mechanics have been implemented and wired up. Opponents have AI, mechanisms have costs, you can win or lose, effects are applied resolve on different cadences, and a lot more. There were several refactoring passes to consolidate logic, switch to more scalable models, and to unify nomenclatures. Unit testing and seeding for deterministic experiences have been incredibly important for my development; it allows me to exercise specific mechanics over and over as I iterate.
Building the Core Deckbuilder Loop
I’ve been working on one overarching task for over a week, in Codecks the card is labeled as “Gameplay.” I’ve got a GDD, sketches, wireframes, and a couple of proof-of-concepts, but the real question I want to answer is whether or not it’s fun. In order to do that, I need to build something minimal to actually play the thing. Right now, “Gameplay” is like the Malcolm in the Middle bit where Hal tries to change a lightbulb, but is met with a series of blockers: