Tag: godot
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Wars of the Seven Kingdoms Update #5 – CodeSlop is BACK
Hey all, I hope you like switch cases — the lazy man’s way to get anything done! I refactored the nice-looking GPT code to handle more context for events rather than just text — this should allow us to handle things like variable changes, functions, randomness, etc. This was a pretty straightforward process and didn’t…
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Wars of the Seven Kingdoms Update #4 – A pinch of randomness
Hey all, As part of the conversion from Python code to Godot code, I’ve been getting the character creator converted from its ChatGPT prototype stage to what it looked like in the final game. Beyond trying to debug an embarrassingly simple typo for 30 minutes, today’s session was good! With the character creator done, next…
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Wars of the Seven Kingdoms Update #3 – A (very) shoddy prototype
Hey all, After two days worth of debugging ChatGPT code (turns out GPT is trained on Godot 3.x, NOT 4.x) we finally got the game loop working in a Godot instance. While the screenshot before you might not seem like much, it actually contains all code we will need — so doing things like making…
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Wars of the Seven Kingdoms Update #2 – Starting the Import
Hey all, Since W7K is a simulation, we’re going to spend much more time in the design doc phase this time around than the actual building phase. The idea is to work backwards: We start with W7K’s original set of 25 jobs, which should hopefully inform us of some potential event ideas. We then worry…
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Wars of the Seven Kingdoms Update #1 – Converting Python Slop into Godot Slop
Hey all, With The Long Walk Back now finished, I’ve decided my next games project should be a *little* less ambitious. So, why not just take a game I’ve already made, and convert it into an engine I want to learn? Wars of the Seven Kingdoms (hereby shortened to W7K) is a simulation game I…
