Enemy AI, Card Actions and Gameplay | How to Make Roguelike Deck Builder | Part2

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We continue our tutorial for making deck-builder on Godot!
Join me and build a rogue-like card game with me!

00:00:00 intro
00:00:41 begin the torture!
00:02:58 Set up Main Scene
00:08:40 Setup "Characters"
00:13:03 Health Bar Code
00:20:41 Make Cards WORK!
00:24:50 Is It Worth It to Be Emotional When Coding?
00:50:08 Attack Card Result
00:52:06 How do we Test Defend Card?
01:08:29 Defend Card Result
01:09:19 GAME LOOP TIME!
01:40:51 Game Over & Victory
01:59:19 Final RESULT
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I'm having so much fun! Hope everyone is following along happily!

ezthedev
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Only about 45 minutes in and this is extremely enlightening! I see so many videos talking about composition vs inheritance and show a script saying it's easy to follow and end the video. You finally explain the code and funny enough you never said composition or inheritance! Your two videos make me understand the code rather than just show the code.
Also I'm pleased to find a prototype coder instead of code snob
Thanks and cheers!

Jeff_Auger
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honestly this journey you're on is very inspiring. i appreciate all the honesty, any mistakes you make, the basis of all of this is incredibly helpful. and even your uncertainty with it, is helpful because i go through this as well. when i watch any tutorials talking about math and such, i wonder to myself if maybe i'm too dumb to make it through this because i really don't understand a lot of the math that's going on.

lvredchocobo
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I've never been one for long videos, but as a game dev very much in the beginner phase, it's really helpful looking at how the process really looks like, in comparison to tutorial vids just telling you what to do.

dnoate
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Ill be following along with my younger sibling this week. They understand coding concepts easier than I do so I figure our combined efforts will make us unstoppable! I am excited to have a project we will both enjoy! Thank you.

getkawedbythecrow
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Great first 2 videos on this. Appreciate it a lot

blrwllm
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It's so satisfying to get to the end of the tutorial because it really is a journey following you through all the problems and everything. Thank you very much, keep helping us.

GuiCmo
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These are super useful and entertaining, thanks for making these!

Edward-Not-Elric
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Hey, found you a bit ago but just moved so a bit busy.

Excited to follow along, i like the way you present your vids.

jueue
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Hey Ezra, your videos are excellent, thanks for all of your help. Please continue this series.

remingten
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Youtube didn't notify me of your new video, I even have the bell clicked and everything. Regardless, great video as always! Keep doing your thing man! Also I just noticed the Gloomhaven in the background, love that game.

computersciencestudentriverbat
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Great tutorial. Thank you for your time and effort.

Notreal
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I absolutely love the way you go through everything. As a programmer, I do have some times where I question the method to your madness, but you often times think ahead about the questions that may arise and answer them. I appreciate how you think out loud, your workflow is similar to my own, and you have a pace which is great for learning. I don’t think you over-explain (this is also in response to the first video) and prefer it when the thought process is explained.

One edge case I am not sure you accounted for was being able to use cards during an enemy’s turn. I don’t believe it’s technically possible just due to the speed of the enemy turn but if you ever prolong it for animations, it will be more evident.

lisaarmenteros
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First of all, English isn't my first language, so it's pretty difficult for me to express my thoughts in a message, but hopefully, you will understand me lol. This is by far one of the best tutorials I have ever followed. I'm really thankful for all the effort you put into it. I'm halfway through this tutorial, and it's a delight to see you working! I did some things differently, for example, I used resources for types of cards, different types of cards, etc. Thank you so much for this, and I hope you get the popularity you deserve!

fernandoiraira
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You're doing a fantastic job, and I'm excited to learn more from you. Keep up the great work!

CaiooliveiraRAWR
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I prefer the term “limited state machine” to just “state machine” because technically all software is a state machine but the only real distinction is having a smaller more manageable number of outcomes. Otherwise software no software can produce output outside its maximum number of values.

nickjunes
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this looks so cool! do you plan to implement a save system as well? I'm really struggling with that

sanyi
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I believe that the importance of following best practices grows with the scale of the project and the amount of people working on the project, but they impose a cognitive cost on the individual developer that hinders their ability to work fast and focus on what really matters. In small projects like this it's best to take a little bit of time to adjust and clean up your code every once in a while instead of worrying about best practices at all times.

SirBartolomew
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As more of a functional programmer I’m yelling at the screen telling you not to put game logic in your cards, but that’s up to each person to decide. Personally I think visual objects should be dumb and all the important logic should happen in controllers where you have access to all the data. This method seems a lot more organized and flexible to me since you can perform any complex transformations on the data using any data in the game and then push visual updates to your dumb components at the very end, but people trained on the idea that code is a “mirror of the world” tend to think objects should contain running state and do things on their own which can lead to unpredictable outcomes. At the end of the day do you want a bunch of messy objects around with meaningful state hidden all over the place or do you want powerful controllers with access to a single source of truth for game state. That’s up to each person.

nickjunes
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Honest question: in a turn-based card or board game, why do you use _process() to determine which state the game is in? As the game advances only after an action (such as selecting a card) which can be handled by emitting a signal that all scenes can pick up to act accordingly.

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