For this part we're going to implement a unit's current health, as well as a way to lower and raise it and display it. This will act as our basic health system going forward for when units fight each other. Unit Health First of all, we know we want our units each to have their... Continue Reading →
Project Delve Part 4.1: Unit Selection
In this post I'm going to walk through a simple solution I made for being able to select units, as well as more application of the UnitActions script we started last time. Node2D does not have a signal emitted when it is clicked. This is the primary problem that we want to solve for our... Continue Reading →
Project Delve Part 4: Define Actions
This part will likely be broken up into a few posts, since there's a lot to cover here. We'll also be revisiting the code we write during this part fairly often in the future as we continue to expand the game functionality. Setting Up The Interface The actions we'll be defining in this post are... Continue Reading →
Project Delve Part 3: Unit Stats
Now that we have some pathfinding down, the next order of business is to limit movement even more. (Aren't rules the best?!) Except in rare instances, we want our characters to be constrained by the number of tiles they're allowed to move on their turn. Right now units have an infinite movement range (so long... Continue Reading →
Project Delve Part 2.1: Grid Obstacles
I couldn't just leave the last post alone without finishing up what I had started with grid navigation, so here we are with part 2.1! Part of the strategy of Descent (or almost any turn-based game on a grid) is unit positioning. You need to know where you'll be able to move to and what... Continue Reading →
Project Delve Part 2: Unit Movement
Free Movement Today things start to get more exciting -- instead of seeing just a static screen with no stimulating action, now we're going to add movement! (I imagine you are all gasping in awe.) So because I'm a visual guy and like to get something good looking that I can see out there quickly,... Continue Reading →
Project Delve Part 1: Grid Layout
The first thing we'll do in creating a new project is to, well, create a new project. In the Godot editor select "New Project" and save it to wherever you like. Note, these posts aren't aimed at covering Godot features, though I will try to explain them when I use them. Near the beginning of... Continue Reading →
Project Vision: Delve
This project is inspired by the board game Descent, Journeys in the Dark. Like all the projects I plan on making tutorials for, it will be a desktop game. The game will contain most of the same gameplay elements with a few changes to the formula. The reason I'm starting with using an existing game... Continue Reading →
The Beginnings
Welcome to The Walrus Game Project! A game coding tutorial blog that will almost certainly have absolutely nothing to do with walruses. This is a personal project I figured I'd start, since I can never seem to complete making a game when I have no external motivation to do so. Thus, this blog idea was... Continue Reading →