The card editor has arrived!


I've been hard at work the past few days, and that means lots of new things! Let's start it off with the star of the show and everything that comes along with it!

New features!

Introducing a new map event: the card editor!

At the card editor, you can, well, edit a card. To be precise, you can: add commands, remove commands, add modifiers, and remove modifiers.

Cards maintain a limit of up to 5 commands per card, and you cannot make a card have 0 commands on it (so a card will always have 1-5 commands inclusive).

A card cannot have two of the same modifier, but you can make a card have no modifiers (that's what most cards are anyway!)

Currently, there are three modifiers you can play with:

EXHAUST: same as always, a card that exhausts can only be played once per fight.

INTERRUPT: outside of the normal script, will execute when the condition is true. INTERRUPT can only be put on cards whose first command is an IF!

PERMADRAW: You will always draw this card if it's in your deck.

To balance the almighty power of the card editor, you can only do one of the four actions to a single card at a time. But, you can do that action as many times as you want. For example, you can add 4 commands to a card. You cannot add a command and remove a command at the same time though. 

The card editor is such a powerful event, that it brought the concept of currency to Coding_Cards!

Money

Money is spent at the card editor in exchange for its services. It was tough to balance prices (and they're almost certainly not at all balanced), but more valuable things cost a lot. You gain money by killing enemies (now there's a reason to fight as opposed to just running away!)

Cells

I've reduced the number of different cell colors from 7 to 4. My playtesting shows that this makes conditionals based on the cell color much more usable!

The gate cell now also shows a lock when it's closed, and a star when it's opened. 

Bug fixes

Oh boy, did I find a lot of bugs while making the card editor. I even managed to find a bug that's been there since 1 week after I started this project! I'll run down an abbreviated list here:

  • END  statements no longer cause loops to terminate
  • Fixed SHOCKWAVE command printing (the command hadn't been getting fully printed, so you weren't able to use it)
  • Statements are now properly aligned in the printer menu
  • Blue cell highlight dots will no longer ever persist! (Glad to have finally found the source of that one!)
  • My infinite loop detection from last time was causing issues if you put a SHOOT inside of a WHILE, so that's also fixed now
  • IF commands nested inside of a loop now work properly! This bug has been around since the start, and basically made it so that if a nested IF command was evaluated to false, it would never be checked again. Fixed!
  • The Trader also had some issues with card generation - sometimes it wouldn't generate a complete card
  • Fixed map generation sometimes freaking out and causing the game to do weird things (such as placing enemies off the grid)

That's about it for the bugs (that you know about. I fixed some more internal ones as well..)! Internally, things have once more gotten a big upgrade that I'm really happy about. I also went around and put in some error detection, so if the game freezes at some point it probably means something has gone wrong. 

Up next:

I'm not fully certain what I'll do next, but I think I'll be focusing on enemies and attacks for a bit. I have an idea to make it possible to beat a level by killing all the enemies, so I want to make some big improvements to make that happen. Maybe some enemy HP stuff, some new attacks (thinking of a melee attack), a shield ability, stuff like that. 

Files

coding_cards v0.3.0 webGL.zip Play in browser
42 days ago
coding_cards v0.3.0 Windows.zip 29 MB
42 days ago
coding_cards v0.3.0 Mac.zip 53 MB
42 days ago

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