The Build Log

Dev Logs

The build, the mistakes, and whatever gets learned along the way.

Being a Wizard ain't cheap

First Test Build

Test build 0.1.0 of Being a Wizard ain't cheap

Finally, after a few months, I have the first POC, MVP, or whatever you want to call it. The first more "robust" version of something that looks like an actual game.

It's been a period of a lot of learning. Early on I was learning about Godot's Nodes, events and simple mechanics. Further along, I had to figure out how to change levels correctly while loading all the state data I needed, how to deal with physics elements entering and leaving the scene while the physics process was running, and how to create dozens of Managers to split up each responsibility (economy, data, logic, rules, UI and so on).

Not to mention that damn bug where an element was rendering in the wrong place, because the instantiate of one scene was running before the queue_free of the other. (Aaahh, Godot's physics and frame loops are tricky.)

Anyway, after a lot of struggling, I got to a solid architecture and a robust engine that will finally let me work on the "actual game".

It was so much learning, and so hard to find more advanced material, that I want to share what I learned, both here and on other social media, and show a bit of the architecture I ended up with.

As for this build, it's basically that engine. It only uses placeholders. There's no clear design, no defined art and no game design yet. Everything in it is there to test the engine, the systems, the managers, the processing, the physics and the performance.

For now, feel free to download this build and play it (test it for free).

Download on itch.io

Version 0.1.0, for Windows and Linux. The Linux version hasn't been 100% tested, so play it at your own risk.

Being a Wizard ain't cheap

First Prototype

First prototype of Being a Wizard ain't cheap

Finally, the first project is starting to take shape. For now, I'm learning more about game development as a paradigm and getting familiar with Godot's way of doing things.

It may look very simple in the screenshot, but seeing the first mechanics actually working is really exciting.

At the moment, there's only some basic enemy AI, the logic for the fireball projectile, and the interaction between hitboxes and hurtboxes. It's been a while since I've worked this much with events, so that's been especially interesting.

Anyway, I'm keeping this here as a record of the very beginning of development, so I can look back on it in the future.

And yes, the sprite art is still terrible. I promise it'll get better.

That's everything so far. More entries as the build moves forward.