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The game I'm making for Hackclub's Siege - Prep Week 3 AND Godot Wild Jam #85

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siege-prep-3

The game I'm making for Hackclub's Siege - Prep Week 3 AND Godot Wild Jam #85

The idea is an autumn-themed game about producing a steady supply of candied apples to meet customer demand. This game was completed 9/20/2025, at ~8:30pm! Play it here on web!

Additionally, I'll probably add a LOT to the composition framework I've been building on game by game...

Here's a list of things added for this game thus far;

General

  • CP_Area -> Provides an Area2D for other nodes es
    • All existing Area2D Components have become ACPs that work with this instead
  • CP_AreaSub -> Superclass for AreaSubComponents(ACP). Provides paths from the AreaComponent's methods.ds.
  • ACP_Conveyor -> Moves bodies/areas in collision in a direction.on.
  • ACP_Tooltip -> Shows a Control node at the mouse when the CP_Area is hovered over.er.
  • CP_Holder -> Allows an Actor to hold another one.ne.
  • CP_Holdable -> Allows an Actor to be held by another.er.
  • ACP_DragNDrop -> Allows a CP_Holdable to be activated by the mouse.se.
  • ACP_ControlRotate -> Allows an Actor to be rotated when hovered over (configurable input names and degrees)es)
  • MS_Friction -> Sets the actor's velocity to zero unless something is actively trying to move it it
  • Interface -> Actors but for Controls instead of Node2Ds2Ds
  • Element -> Components but for Interfaces instead of Actorsors
  • EM_Button -> Element that's literally just a button rn rn
  • BEM_InvSlot -> A fully functional self-contained inventory slot element for actorsors
  • CP_Slotable -> Provides an actor with an ID for inventory slots. Needed to put an actor in an inventory.ry.
  • CP_AnimatedSprite -> An animatedsprite with support for syncing globally with others.rs.
  • CP_Resource -> Holds any resource for reference by componentsnts
  • EM_Label -> A dynamic label that can read values from elements and display themhem
  • EM_TextureRect -> A dynamic TextureRect that can display textures from elements and their values (like referenced actors)rs)
  • Conditions -> A resource system to dynamically make conditions ns
    • OR, AND, NOT -> Pretty self explanatory conditions. Allow subconditions.ns.
    • ACTOR -> Lets you see if an actor has a component, and grab ab any value from a variable in that component.
  • ACP_Consumer -> Deletes actors and stores/tracks resources from them (for things like production rates)es)
  • CP_ResourceModifier -> Modifies the value of a resource in a CP_Resourcerce
  • CP_Unrotator -> Makes a node's rotation stay constant and ignore the actor's.'s.
  • Started on DynamicValues, effectively a system for making glue between components, elements, etc dynamically. Sorta like coding with nodes but it's all data manipulation.
  • CP_SFX -> Provides an in for signals to play sfxsfx
  • EM_SFX -> See above.ve.
  • CP_Particle -> Provides an in for signals to make particlesles

Game specific

  • RS_Apple -> A game-specific resource to hold an apple's type, toppings, and glaze.ze.

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