Day 2 - Much Progress


Wow, today was surprisingly productive! I got to spend a bit of time during the day as well as a lovely 4 hour stream working through various planned features and polish.

Day 2 Progress

As I explained in the day 1 devlog, I've broken down my plan for Cartomancer into iterative stages, so that the game is always in some kind of "playable" state. 

The highlights of this list are:

  • A complete game loop: You are able to enter the game via a start screen, be defeated by entities in the world (showing an appropriate message) and "win" the game by collecting the final card in the game world. In both instances, you are presented an option to restart, which allows you to play again.
  • You can take rest actions, which might not stay in the game, but it's good to have.
  • We added a sprite to the test enemy so that they look like part of the world.
  • We kicked off the next stage of the game by implementing the back end systems for the card deck, hand and discard. 
    • You are able to "play" a card in hand, which triggers an `Action` in the engine,
    • The card goes through the lifecycle of being played, discarded and a new card is drawn. 
    • We also implemented the keyboard shortcuts for playing the first 9 cards in hand, as well as being about to mouse over the (temporary) list of cards in hand.

The next steps will be to make the cards display in a more polished UI, as well as begin fleshing out the systems that provide the card data to the game, and finally making the cards actually do some useful things since at the moment they are equivalent to a Rest action.

We will also be adding a selection of combat statistics to the game, which the different cards can interact with.

The state of the game since the stream.

Find Out More

You can follow a majority of the game's development by following me on Twitter, subscribing to my twitch stream here, or catching up on my YouTube channel.

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