You are browsing as a guest. Sign up (or log in) to start making projects!

SuperTNT

@SuperTNT

Joined June 2nd, 2026

  • 3Devlogs
  • 3Projects
  • 1Ships
  • 0Votes
Ship Changes requested

Stepping Away to Reset
Headline Tycoon started as a necessary escape. I was deep in the trenches of a much larger, more complex project, and I could feel the early signs of burnout creeping in. To keep my momentum alive and clear my head, I challenged myself to build a small, high-satisfaction game completely from scratch. Taking a short break to build something snappy and functional completely recharged my batteries, reminding me why I love game development in the first place.

Technical Hurdles in the Sprint
Every project has its friction, even a short sprint. Beyond the UI layout battles, my biggest technical challenge was fighting with Godot 4’s C# compilation tools. I initially intended for this to be a browser game, but the web export pipeline for this specific engine setup is still incredibly finicky. Figuring out how to pivot gracefully to a single-file desktop deployment without breaking my codebase took some creative troubleshooting. I also had to spend a solid chunk of time tracking down a "dead click" bug, which ultimately led me to stop relying on the editor inspector for signals and instead script all UI connections dynamically when the game boots.

Tester's Guide: What to Know
Since this is a raw, freshly exported core-loop prototype, there are a few things you should know before jumping in to build your empire. Because it is an unsigned indie executable, Windows Defender SmartScreen will likely trigger a blue warning window when you run it. The file is completely safe, so you just need to click "More Info" and then "Run Anyway" to launch it.

Keep in mind that there is no save or load system implemented in this build, meaning your media empire resets when you close the window. As you play, pay close attention to the economy pacing. I specifically need feedback on whether the cost multiplier feels satisfying or if the numbers hit a boring wall where progress grinds to a frustrating halt. Let me know if the buttons react instantly when you click them, and how the overall layout scales on your specific monitor resolution.

  • 1 devlog
  • 2h
Try project → See source code →
Open comments for this post

2h 7m 45s logged

Clickbait Tycoon | From Blank Screen to Clickable Empire
Date: June 30, 2026

Engine: Godot 4.3 (C# / .NET)

Status: Core loop complete – Exported and ready to play!

The Idea
I’ve always loved incremental and idle games. There is something magical about watching numbers go up and seeing that exponential growth curve kick in.

I decided to build my own: Headline Tycoon. The premise is simple: you are a rising media mogul. You start by manually writing headlines to earn cash, then slowly hire AI tools to do the work for you. It’s a classic clicker formula wrapped in a modern AI theme.

Building the Core Loop
The engine architecture is straightforward. I set up a GameManager singleton as an autoload to handle the game state:

Active Income: The headline click is handled by OnHeadlineButtonClicked, which calls AddCash and passes in the ClickValue.

Passive Income: Passive cash generation runs inside _Process, utilizing delta to ensure the income ticks independently of the framerate. Every second, CurrentCash increases by CashPerSecond * delta.

The Scaling: I defined five distinct upgrades, with starting costs ranging from $10 to $2,000. Each upgrade applies a 1.15 multiplier to its cost upon purchase, scaling the prices exponentially to create that classic idle-game snowball effect.

Technical Note: The main challenge was keeping the math precise. I used double instead of float to avoid floating-point rounding errors when the numbers eventually hit the billions.

The UI Nightmare (And How I Beat It)
I am a coder, not a UI designer. At first, my labels and buttons were a chaotic mess. I ran into two major headaches trying to tame the interface:

  1. The Dead Buttons
    Initially, clicking the upgrade buttons did absolutely nothing. I had written all the backend buying logic, but I forgot to hook up the Pressed signals. Instead of manually linking them in the Godot editor, I connected the signals via code inside _Ready. That instantly fixed the dead clicks.

  2. The Alignment Battle
    I wanted each upgrade row to feature the label on the left and the buy button perfectly aligned on the right edge.

The fix came down to proper node management:

I used an HBoxContainer for each row.

The Secret Sauce: Setting the label’s horizontal Size Flags to Expand and Fill. This forced the label to occupy all remaining extra space, cleanly pushing the button to the far right.

Adding Visual Feedback
It feels bad to click a button and have nothing happen because your pockets are empty. To solve this, I added affordability checks inside UpdateUI. The buttons now grey out when you are broke and light up the moment you can afford the upgrade. Immediate visual feedback is everything in a clicker game.

The Export Rollercoaster
This part tripped me up. I wanted to deploy this as a web game so players could jump in instantly without a download. However, because I built this using Godot 4 + C#, web export support isn’t fully streamlined yet.

I pivoted to desktop exports instead, targeting Windows executables—and honestly, it was the right call.

Exporting to Windows is flawless in Godot. I enabled the option to embed the PCK file directly into the executable, packing the entire game into a single file. No dependencies, no installers; just double-click and play.

(Note: Windows might throw a SmartScreen popup since it’s an unsigned EXE, but players just need to click “More Info” and then “Run Anyway”.)

What’s Next?
The game is fully functional, but I’m not stopping here. My immediate roadmap includes:

Save/Load System: Because no one wants to lose their empire when they close the window.

Visual Juice: Adding particle explosions to the headline button and floating +$1 text that drifts upward on click.

Audio: Adding satisfying sound effects for clicks and upgrades.

0

Loading discussion…

0
0
Open comments for this post

1h 1m 59s logged

Devlog 2: Upgrading Depth and Aesthetics
Project: The Greenhouse In The Stars
Engine: Godot 4 (C#) — Compatibility Mode

I just completed a major refactor of the environment layout and rendering systems to support a much cleaner pixel-art presentation.

What is working:
Migration to TileMapLayer: Swapped out the old multi-layer TileMap system for Godot 4’s new, independent TileMapLayer nodes. Plants and floor tiles now live on separate canvases (FloorLayer and PlantLayer), making it incredibly easy to manage transparency, drop-shadows, and layering logic.

Procedural Floor Generation: Implemented a C# initialization loop that auto-populates a 20x15 arena on launch, meaning I no longer have to manually paint grids in-engine.
Texture Atlas & Variations: Swapped in a clean, sci-fi metallic panel texture. By utilizing Godot’s alternative tile system, the generation script automatically rolls a coin-flip variation for every coordinate, instantly creating a randomized, connected walkway pattern across the biodome floor.
Crisp Pixel Art Scaling: Configured the base project viewport and canvas stretch rules. The game now launches in a sharp, retro low-resolution layout that automatically scales up cleanly to fullscreen without blurring the textures.

Next Steps:
With the procedural floor grid fully functional, the next phase is tracking player placement constraints on the new node layout and preparing the base C# data profiles for real-world planet data tracking.

0

Loading discussion…

0
15
Open comments for this post

43m 12s logged

I wanted to build a space management game that blends a relaxed aesthetic with mechanical depth. I managed to go from a blank project folder to a functional, visual simulation loop in under an hour.
What is working:
The Gas Equilibrium Loop: The game handles real-time atmospheric math in C#. The biodome constantly leaks pressure into the harsh exoplanet void, pulling the interior stats toward a toxic environment.
Photosynthetic Balance: Active plants consume ambient CO2 and convert it into oxygen over time. If CO2 drops to zero, the crops stop producing.
Grid System: I set up a TileMap layer that tracks the mouse cursor, converts pixel inputs into exact grid coordinates, and prevents duplicate planting on the same cell.
The Result:
Clicking on the greenhouse floor stamps down a placeholder sprout tile at that intersection.
The script tracks the placement, updates the plant count, and shifts the gas metrics instantly.
Next Steps:
Now that the baseline grid and equations are locked down, the next phase is moving away from placeholder textures. I am going to create clean pixel art assets and set up planet profiles based on real NASA Exoplanet Archive data.

0

Loading discussion…

0
15

Followers

Loading…