"Fake 3D"-cards: 2D elements are layered and morphed to appear "3D". Not sure I like it, and if it justifies the effort it'll take.
Might be easier to map it all in a real 3D environment and let the engine/hardware figure out the transforms. #gamedev#cardgame#madewithgodot
#PitchYaGame
Demiurges
A turn-based strategy roguelike inspired by heroes of might and magic.
-🃏build a deck
- 💪develop mighty heroes
- ⚔️ lead powerful armies
- 🌎 explore a mysterious, procedurally generated world
- 💀stop the doom
wishlist here:
store.steampowered.com/app/2128580/?u…
The previous minimap implementation has received a much needed overhaul, now also working for non-square maps. Also added an expand button as well as a viewport overlay so you never lose track of your place in the world.
#Flatlings#indiedev#gamedev#madewithunity
Game Development is hard #1 - Ideas are hard to come by. Good ideas even more. Implementable good ideas even more. You can not just be an "ideas" guy. #gamedev#indiedev
@FunnelVortex@he11ho11 UE is as 'free' as Unity. In fact, UE only requires you to pay for a license if you break 1M revenue, unlike Unity that has the same milestone but at 100k. I choose Unity exactly for the C# and also because it packs more features in the 2D department. Choose wisely.
As someone who got their #programming degree last year and specializes in #dotNET/C# programming and who's been getting into #Unity3D game development it stuns me to see all the bad C# coding practices that are considered normal within the Unity Community.
Part of Single Player is the Exploration of Caves, Ruins, etc -- and of course, you may encounter enemy Spellcasters or Monsters! But then, what's a little slime gonna do against magically summoned & thrown barrel to the face? #MadewithGodot#indiedev#cardgame
@opgjoh@AddothG@IndiedevB@godotengine Okay, thanks!
There are many tutorials, that advise to use json for this sort of thing, but, once you will feel more confident, check out custom resources. :) They are easy to handle and are included in the final build without settings change! :)
Good luck!
@mtgrzonka@AddothG@IndiedevB@godotengine I'll probably load the data externally really soon, but currently, I've actually hardcoded the datasets in the constructor :D Once I feel more confident in all the datasets I need, I'll move to an external solution :)
@opgjoh@AddothG@IndiedevB@godotengine Also, you know, I wonder, how do you store your card info? Do you use external database, json files or something different?
I have already tackled that problem in my project (so I ask out of pure curiosity :) ) (2)
@mtgrzonka@AddothG@IndiedevB@godotengine Handcards are following statemachine logic ("Draw"->go through animation->"InHand"). While "InHand", they can be interacted with and dragged around. Their animations dictate where they are on the screen -- simple interpolation of pos :)
Let me know if you have further questions!
@opgjoh@AddothG@IndiedevB@godotengine Thank you!! :))
I didn't even know it's possible to render Viewport to a texture :O
Do you pre-render cards to textures, before actual gameplay, just in the editor, and then during game load them? (1)
@AddothG@opgjoh@IndiedevB@godotengine Looks great! :)
I'm very interested how did you approach to make it. I mean shuffling, zooming card in, ...
I want to make something similar, but have no idea where to start..