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Final Product
When it came to polishing the game, I did have to change the sizes of certain assets, and make sure players had a general idea of where to place things. In the future, I would like to add more levels and more parts for the player to place, but as of now, I like how the game plays. The one level game is available for download here: https://github.com/avo-doggo/gearworks The final product has a title screen: A credits screen: A Controls screen: And a level: The level does have

James (J0o6y)
Jun 271 min read
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Playtesting Gearworks
After I had all the art done, I started coding. For this game, I used Godot as the engine. I used Godot's native script, GDScript, to program everything. I used Godot for every game of this class, and this class was actually my first time using Godot. Below is an example of my script. Whenever I would add a new function, I would test the game to see if it worked. If it didn't, I would go through line by line to see what was preventing the game from working. Once I liked how t

James (J0o6y)
Jun 271 min read
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Finished Assets for Gearworks
These are the finished assets for Gearworks. With each assignment for my Game-A-Week class, I did the artwork first, then did the coding. I did this because for me, it's easier to have an accurate visual when I'm playtesting, and allows me to notice what I'm missing when I playtest.

James (J0o6y)
Jun 271 min read
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Sketches for Gearworks
These are sketches for my Game-A-Week class project, Gearworks, which the theme is chain reaction.

James (J0o6y)
Jun 271 min read
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