"Geodi Crush'd" Devlogging!

GC_DevLog01_31-12-24

Hello everyone! I am developing a game and I’d like to share some stuff I’ve been working on.

Some basic info’

The name of the game is “Geodi Crush’d”, because there are geodes and you crush em’.
Genre: I’m not sure what genre it is, but the two most genre defining mechanics/things I can see are deck-building and grid-based, turn-based chaotic strategy.

Current development progress

I’ve been developing GC for around five months (that’s what my oldest back-up tells me) and I’ve only made code stuff, nothing visually interesting or cool.

Picture time!

Fancy, shiny deck builder (that I wasted most of my time on), featuring multiple categories of cards, as well as cards within cards (not shown on picture) (also includes deck saving and loading)!


Stylish, grid-based boulder moving action! (That blue floating box is a visual glitch, it’s actually the TouchScreenButton for that big menu button, and it’s still actually on top of that big menu button (why touch screen? Cause’ I’m working on a Chromebook that has a touchscreen functionality.))


Some context for the image above: The card with a yellow border is currently selected and the red tiles tell me possible places where to place it. The yellow tiles are start tiles, which means that if the card isn’t on board, it can move from those start-tiles in a “queen in chess” -like fashion. If it is on board, the red tiles are calculated from its current position on the grid.


Cool map maker I’m currently working on (a lot of Finnish buttons) (also, Dev only stuff, probably).


No additional context, because there are a lot of buttons (the green Godot logos).


As you can see, a lot of work-in-progress stuff everywhere, but do you know what else is work-in-progress? My skills, and the best way to learn is by doing stuff and asking people how to do stuff, so my question to you is what kinda’ stuff would you like to see in future devlogs?

Thanks for checking out my post (and also, happy new year)!

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GC_DevLog02_2-1-24

Hello again!
New year, new code. I decided to reprogram my amazing map maker:

I also got the idea to include a short video, this one is me erasing stuff
(does not include audio):

Next up is adding in “round” -layers, which are groups of objects that are dropped on the board in between rounds!

Also, the way I save these maps is by printing them out, and then copy-pasting them back into my map-storage code. The print system was quite tedious to make, since vectors are printed out like this: (x, y), when Godot requires it to be formatted like this: Vector2i(x, y), in code.
Here is what that earlier map from the video looks like in its printed out form (Names of keys changed to English, and comments added for extra info’):

{
	"name": "____", "proportions": Vector2i(8, 6), "size_of_cell": 80, "scale_multiplier": 0.625, 
	"foundation": {  }, # Foundation is a work in progress. Basically floor and wall decorations
	"things": {
		"POH": { # Floor layer.
			"(1, 3)": {
				"coords": Vector2i(1, 3), "info_key": "POH_T1", },
			"(0, 2)": {
				"coords": Vector2i(0, 2), "info_key": "POH_T1", },
			"(0, 0)": {
				"coords": Vector2i(0, 0), "info_key": "POH_T1", },
			"(2, 0)": {
				"coords": Vector2i(2, 0), "info_key": "POH_T1", },
			"(3, 0)": {
				"coords": Vector2i(3, 0), "info_key": "POH_T1", },
			"(3, 1)": {
				"coords": Vector2i(3, 1), "info_key": "POH_T1", },
			"(4, 1)": {
				"coords": Vector2i(4, 1), "info_key": "POH_T1", },
			"(4, 0)": {
				"coords": Vector2i(4, 0), "info_key": "POH_T1", },
			"(5, 0)": {
				"coords": Vector2i(5, 0), "info_key": "POH_T1", },
			"(1, 1)": {
				"coords": Vector2i(1, 1), "info_key": "POH_T1", },
			"(2, 1)": {
				"coords": Vector2i(2, 1), "info_key": "POH_T1", },
			"(1, 0)": {
				"coords": Vector2i(1, 0), "info_key": "POH_T1", },
			"(0, 1)": {
				"coords": Vector2i(0, 1), "info_key": "POH_T1", },
			},
		"MAT": { # The "carpet" -layer, things in between the floor layer and the object layer.
			"(3, 5)": {
				"coords": Vector2i(3, 5), "info_key": "MAT_T1", },
			"(4, 5)": {
				"coords": Vector2i(4, 5), "info_key": "MAT_T1", },
			"(5, 5)": {
				"coords": Vector2i(5, 5), "info_key": "MAT_T1", },
			"(6, 5)": {
				"coords": Vector2i(6, 5), "info_key": "MAT_T1", },
			"(6, 4)": {
				"coords": Vector2i(6, 4), "info_key": "MAT_T1", },
			"(5, 4)": {
				"coords": Vector2i(5, 4), "info_key": "MAT_T1", },
			"(5, 3)": {
				"coords": Vector2i(5, 3), "info_key": "MAT_T1", },
			"(6, 3)": {
				"coords": Vector2i(6, 3), "info_key": "MAT_T1", },
			"(7, 3)": {
				"coords": Vector2i(7, 3), "info_key": "MAT_T1", },
			"(7, 4)": {
				"coords": Vector2i(7, 4), "info_key": "MAT_T1", },
			"(7, 5)": {
				"coords": Vector2i(7, 5), "info_key": "MAT_T1", },
			"(3, 0)": {
				"coords": Vector2i(3, 0), "info_key": "MAT_T1", },
			"(3, 1)": {
				"coords": Vector2i(3, 1), "info_key": "MAT_T1", },
			"(0, 1)": {
				"coords": Vector2i(0, 1), "info_key": "MAT_T1", },
			},
		"OBJ": { # Object layer.
			"(6, 3)": {
				"coords": Vector2i(6, 3), "info_key": "OBJ_T1", },
			"(4, 0)": {
				"coords": Vector2i(4, 0), "info_key": "OBJ_T1", },
			"(4, 3)": {
				"coords": Vector2i(4, 3), "info_key": "OBJ_T1", },
			"(4, 2)": {
				"coords": Vector2i(4, 2), "info_key": "OBJ_T1", },
			"(3, 4)": {
				"coords": Vector2i(3, 4), "info_key": "OBJ_T1", },
			},
		},
	},

A lot of stuff is still left to do to get this map maker thingy fully functional, but it works for now and I feel like I’ve learned a lot while making it.

Thanks for reading and have an amazing rest of your day!

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GC_DevLog02_and_a_half_2-1-24

Really small progress update:

Bugs, a lot of bugs. I’m one hundred percent sure, that I do know why the grid is all messed up, but my brain doesn’t want to think about it (the new objects are replacing the earlier objects in a dictionary). I don’t know why those two Area2Ds down in that left corner are so big, they seem to be changing in size at the same time as the Area2Ds on the grid, but they shouldn’t, and I’ve already checked everywhere in my code. They don’t appear in the same arrays or dictionaries as the grid areas, they aren’t children of the grid. Why do they change their scale, when they shouldn’t?! It isn’t even a visual bug because my cursor’s Area2D detects them!

As I’m writing this, I came up with a way to easily solve that first issue…
Thanks for checking out my post, I’m gonna’ go fix some bugs now!

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