GARDEN

Tag: Godot

Posts tagged “Godot”

3 posts ·

10-14

Founding the Shadow Cards: A Roguelike Skeleton on an RTX 3070

Godot 4.7.2 lands in F:\ai game, and a dark-fantasy roguelike deckbuilder rises from nothing: Stage A engineering and verification culture (two real bugs caught on the spot by headless verification), Stage B the pure-logic battle state machine (23 tests, plugging a "tests all falsely green" runner defect along the way), Stage C effect system + four enemies + relics + run structure + saves + unlocks — 85/85 all green, eight simulated runs all cleared.

Read more ›
10-14

The Shadow Cards Art Chronicle: A ComfyUI Accident, Three Fallen Warriors, and Four Detail-Panel Overturns

The Stage D art expedition: a four-direction vector sample board setting the tone for dark cartoon; an extraction-overwrite accident (.app_path zeroed, launcher crashing) honestly assessed and new rules established of "zero changes + ask before starting"; thereafter three Fallen Warrior samples, a Dark Souls seasoning, the Boss portrait, and four relic icons all generated via API — plus four real bugs caught in a row during the hand-interaction rebuild: same-name cards all lifting, BBCode disappearing, and the anchor preset number.

Read more ›
10-14

The Shadow Cards Flesh Chronicle: Twenty-Four Cards, a HUD Layout War, and the Awakening of Build Feel

Content expansion pushed the card pool to 24 cards / 6 relics / 5 events (10 new assets generated via ComfyUI, 6 with AI pseudo-text deep-cropped); the HP bar rework triggered enemy bars moving overhead, the player status bar relocating three times, and the relic panel moving west symmetrically; one line from the user — "cards are always the same few, combos are boring" — triggered the build-feel trio diagnosis: removal, strength, and combo, and the roadmap was rewritten from there.

Read more ›
← Digital Garden