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MrCode

@MrCode

Joined August 3rd, 2026

  • 18Devlogs
  • 2Projects
  • 2Ships
  • 37Votes
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꧁⎝ 𓆩༺✧༻𓆪 ⎠꧂

As you think so you become - Jim Rohn
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11h 36m 39s logged

Devlog 16: Extensions, Plugins && MODSSSSS :hype_hollow: :hype_hollow:
Yes, it has been time, for what has given success to most games EVER!!!!!!

➕MODS

  1. Hard as hell to implement, as you need to make sure that each coding dependencies are implemented correctly…
  2. Had to change hole game structure to be easily extendable/moddable (fun and hard :cryign: )

But i have to say i am learning more which is awsome :yay:
But still many bugs and logic to fix/implement lul…

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Ship

👾 AKidsDream~~(name work in progress)~~, is a early version of a turn based strategy game, where you can controll multiple different units to win.

🤔 Why A Kid’s Dream?
When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play.

🏳️🏴Goal
Its not just an attempt to make a game, its the challenge of creating modular, future proof system and to learn to clean code, using all my knoweledge of over the past 4 years of learning. (so even if i dont get rich with this game i did learn a lot xdd)

What’s🆕
As this isn’t the first ship of the project, the project now contains:

Mana💎 & a working card/hand systems
Juicy new animations (as you may have seen with thecard drawing)
more ℹ️nfo (who is playing and support for multiple local players)

Hardships ( ̄ε(# ̄)☆╰╮o( ̄皿 ̄///)

  • Trying to code everything modular and clean takes time, which is valuable resource :(
  • Also the progress feels much slower at the beginning (but i could reuse the modular ability system for the cards which made everything easier:))
  • As i have invested close to 200hourse, the project has grown so much that sometimes its hard to see how one system may break another, then its another 1 hour debugging
  • 12 devlogs
  • 107h
  • 19.36x multiplier
  • 1877 Stardust
Try project → See source code →
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10h 0m 54s logged

Devlog 15: The Power of Plugins 🔌

  • Turned the Tween System into a plugin :))
    Now it is way easier to reuse animations everywhere 🎞️

  • Also finished all Card + Hand logic 🃏 and cleaned up lots of code + bugs along the way 😭

  • The project’s recent work includes a refactor of the ability/card systems plus deck and cardcasting functionality.

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10h 24m 51s logged

Devlog 14: Is it SatisFeelingable enough ☺️

(Help Q&Q: what animation feels more satisfying ?:00)

  • Added clean card animation (in not so clean code 😭😭)
  • More information on who’s turn it is. with bumb up🆙 animations
    for the Q&Q see the videos <3

Next 🆙: Card Deck and card into effect animations (spawn animations if above works without coding problems, which i feel is a delusional hope🥲)

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11h 30m 54s logged

Devlog 13: 3rr0Rssss$s ❌ and ✅Results<>

Completely rewrote ȩ̷̪̓̈́́́͗͝ŗ̵͔̥̜̹̬̭̯̏̆̽͂̈́̅̐͛̾͘ͅr̸͗̌͌̾̌̾̂́͜ö̷̪̰́͊̆͗̈́̿̏́̀̂r̶̨̮̹͎̹̫͑̅̂̽̾̎͌s,
Now each method returns in its chain a Result<TValue, TError>
Methods like Map,Bind,Tap etc. make it now super easy to process results and errors :))

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12h 17m 55s logged

Devlog 12: Cards and MORE Cards 🃏
I have added Cards which can now summon units

Also needed to redo the ability validation as now the modular ability system came in handy.
I was able to combine both the Ability System and the Cards, so that the cards can use them freely.

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8h 56m 43s logged

Devlog 11: I Hereby SUMMON YOU! (#°Д°)
Today we are adding CARDS,

🃏Cards contain

  1. MANA
  2. Portrait
  3. Health
  4. Duration (after how many rounds does the card play its effect)

One problem i am encountering is how to identify clicking vs draggin in godot 😵‍💫, but i believe i could use a workaround

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13h 26m 44s logged

Devlog 10: MOOORE ANIMATIONSS!!!!
Added a TweenComponent🎞️, allowing quick *reactive* and configurabel way to add TWEENS

Created AutoGenerated Scripts⚙️ (if you know Godot.SignalNames, in a way i created the same)

And for some reason one of my scripts reset so i had to debug it completly from the beginning 😭, but somehow it just got better lol.

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11h 14m 53s logged

Devlog 9: Soo can i remove it?:0

New modular UI animations and able to delete and see order of tiles selected 😃

Tween Component 🎞️
Allows Resources to animate specifics (loop, ping pong) on specific actions (ready, shown etc.)

For multiselectable tiles, there is a new layer which shows when which tiles were selected.
Allows also the deletion of tiles if still valid.

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8h 45m 21s logged

Devlog 8: So thats how much more i can CUT you😈

100+ hours 🥳
Finally added a UI for Pool Points💯 (How often an ability can be cast)

Pool Updates 💧
The pool shows Icon and Count/MaxCount, with custom ANIMATIONS when the count changes

Blocking Manager 🫸
The new Blocking Manager keeps track of the game states and automatically, blocks specific ui.
Very Dynamic ( •̀ ω •́ )✧ (using enums for options)

Next UP: More juicy animations for the Pool count (showing diff, based on current selected tiles, and a crash animation (hopefully 😅, if i can figure that out xd))

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4h 21m 40s logged

Devlog 8: Ahhh you, I hit ( ̄ε(# ̄)💥╰╮o( ̄皿 ̄///)

Through the new ability System, was finally able to add hit flashes!

But it was such a pain to get the Shaders working 〒▽〒, they were never firing once, but 3 - 4 times in one row which didn’t make sense for 1 SLAP.

If you hit them hard enough they jitter 😱 …

Future destination 🛣️
I could imagine updating the system to be reactive to the effect applied to each Unit (so more DMG => More BOOM💥)

Also added finally animations (was time).🕺

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3h 44m 27s logged

Devlog 7: 🐦‍🔥 HUGE Ability CHANGES
Finally finished the new ability system (just took like 14 HOuRs Xdd)

The new system introducestwo ways of running abilities (🤫see video):

⛓️Sequential
Runs all selected tiles one by one, and casts the effect

📦Batch
Runs the effect on all selected tiles.

Also Added Context so that Abilities/Effects
can now communicate and influence each other :

Cost = Base Cost + Selected Tiles

...

Damage = Cost * Base Damage

(infinite cycle of death 🩻)

This will allow huge upgrades to make in a modular way complex abilities super simple and fast.

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11h 12m 24s logged

Devlog 6: Rebuilding the Ability System

  • Completely restructured the ability system, allowing abilities to be either sequentially or in batches.
  • Also improved the underlying patterns, making abilities easier to modify, reuse, and plug into the game.(see image)
  • Currently implementing EffectTrigger, which allows Effects of abilities to happen on specific Frames or after specific Time etc.
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1h 6m 32s logged

Devlog 5: Camera Movement & Board Centralization

Added camera movement and board centralization

It feels super smooth (zooming and moving) thanks to lerp (love that name xd)

🤫
Also auto centers dynamically based on BOARD SIZE (if you want you can fight your friends on 1000 x 1000 tiles lul)

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Ship

👾 AKidsDream(name work in progress), is a early version of a turn based strategy game, where you can controll multiple different units to win.

🤔 Why A Kid’s Dream?
When I was a child, I created a small board game using paper and scissors. It was very complex, but still incredibly fun to play.

A Kid’s Dream 🌜is my attempt to recreate that experience. Not exactly as it was, but from the pieces that remain in my memory. It is a game inspired by childhood imagination, handmade rules, and the joy of turning simple ideas into an adventure. ⚔️

Currently the game is in very early alpha, basically a proof of concept.
I would love support, about what you would like to see, Game Design tips and tricks and what a winning condition could be.
(destroy objectives vs destory a unit(like a king 🤴)

  • 4 devlogs
  • 72h
  • 8.67x multiplier
  • 159 Stardust
Try project → See source code →
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27m 21s logged

Devlog 4: Pre-Alpha Release 🥳🥳

Pre-alpha release is out! (under review shipping, follow to see when comes live ;))
Also fixed positioning of ability buttons 🔥

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6h 27m 41s logged

Devlog 3: Big Progress on Units & Turn Logic

Made great progress… ( •̀ ω •́ )✧

  • Added unit sprites
  • Implemented turn logic
    • Overengineered like always, xd
    • but if i every want to make a 2v2 or how many vs how many, it will work

Good thing: it now supports local X vs X, which is great for testing. :))
Next up: cool animations hehehe.

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1h 26m 31s logged

Devlog 2: A Super Compact, Dynamic Ability System

Drag and drop your Patterns (Cross, etc.) and Tada👀, you’ve got a new ability.💪

Need a special effect? Just plug in one of:

  • DamageEffect
  • SpawnEffect
  • MoveSelfEffect
  • …and many more.
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63h 43m 57s logged

Devlog 1: 50 hours in the bag, joined stardance now!

Added Ability system and backend Teams Logic (nothing visual sadly yet…)

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