maybe I could create a series where i break down some of the complicated(ish) code from robot survival or the absolute monstrosity of code from card delver
Would have annotated code to open up and tinker with as well as an explanation with some words. A bit like my [Tutorial] Making an Enemy Follow Multiple Sprites
this applies to anyone who’s coded a big game, would be cool to reveal the cool methods behind the game mechanics or just small details actually.
word dump of ideas for card delver:
coding the tilted cards in hand, coding a single sprite inventory with draw to image, using nested arrays to store enemy data, coding debuffs and their positioning, coding music with pausing, outlining sprites procedurally, procedual map generation, optimising sprites (tho jedi and woofwoof could help with that far better me), etc
however, coding is only one part of game design, you need to be at game design and thinking of how a player (not just you) would interact and play the game.
Also just planning stuff, there’s a good reason why card delver has a spreadsheet of the cards, items, relics, summons, enemies, bosses and events, if i didn’t plan it out i’d definitely either a. forget it or b. not have thought abt it at all
idk there’s honestly so much stuff to talk about game dev is so complex you need to be a lot of things to create an actually enjoyable game