Inspiration

Balatro for the core gameplay loop Monkey type for the overall systems and theming.

What it does

In its current state it takes input, checks validity against required strings, has a decoupled broadcast structure and is fit for scalability. it has a ton of structure for points, multipliers, and extensive 26 key AND switch player inventory.

How we built it

Godot and C#, "Hopes and dreams".

Challenges we ran into

This is the first time we have ever touched Godot, built a game of this style, or built architecture of this type. The minimal planning time for the architecture lead to design flaws in how systems communicated and impacted one another. There were times where I was tempted to continue delegating responsibilities for systems in ways that were not possible given the time constraints.

Accomplishments that we're proud of

Justin

  • While unutilized in its current state, I create a complex "keyboard" system where the player can swap caps and keys that have different attatched points ,multipliers, sprites, names, and "brands". The players inventory dynamically represented in-game.

Ezra

  • I worked on the (relatively) low-level systems that involved user input and word generation. I contributed a lot to the way the EventBus interacted with each subsystem we made, and by result created a personal hell by my own doing.

What we learned

Justin

  • Programming is one piece of the puzzle and poor decisions early have massive consequences later. I also learned the basics of Godot and what I like and dont like about it

Ezra

  • I learned that OOP is not for me
  • Godot is fun and has great documentation
  • I don't want to touch C# with a ten-foot pole
  • Designing systems with discipline and the future in mind is extremely underrated. ## What's next for Ludifico Hell

Built With

  • godot
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