Making a golfing roguelike in one week

Here's a look at my entry for The 7DRL Challenge, Par for the Corpse. A mashup of golf game and roguelike, I'll talk about how the levels are generated and some challenges I ran into along the way.

Making a dev console in Godot - A devlog

Here's a look at how I implemented a simple dev console in my game to speed up development. The core functionality is driven by Godot's Expression class, but I've also added a history and autocomplete system to let me work even more effectively.

Advanced state machine techniques in Godot 4

Here's a look at some more advanced techniques you can implement in your state machine when you need something a bit more complex than the starter state machine I showed in the last post. We'll look at three techniques worth understanding for building out the state machine you need and address a few common pain points people run into when programming a state machine.

Starter state machines in Godot 4

Here's an updated look at how I like to do state machines in Godot 4. I'm going to go over some simpler, starter techniques today, and in the next post I'll go in-depth about techniques you can use when today's examples don't cut it.

Making tactical units - A devlog

We've looked at the high-level design of the game, now let's talk about how the data behind units is structured, how artwork is implemented, and how I'm handling unit AI.