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db0 avatar db0 commented on June 3, 2024

I've actually had an idea of making a script file which would do the quick-start steps automatically for someone who wants to not bother, but the point of the quickstart is to also introduce some concepts to new players, so that they understand the components. Technically one can simply use the custom folder directly without any copying.

from godot-card-game-framework.

nightblade9 avatar nightblade9 commented on June 3, 2024

I see; that makes sense. Maybe I can explain my suggestion with context: I'm looking to prototype a card game with your framework, and I'm looking for the easiest possible solution to get it running quickly. For me, a template/script would be ideal. (I read through all the manual steps in depth and looked at some of the code to make sure I understand how things work.)

Thanks for the hint about being able to use custom without copying. I actually thought the right approach is to extend (not copy) core classes, so that you can upgrade them later and get the benefits of upgrading (does that work if you copy them?)

from godot-card-game-framework.

db0 avatar db0 commented on June 3, 2024

I actually thought the right approach is to extend (not copy) core classes, so that you can upgrade them later and get the benefits of upgrading (does that work if you copy them?)

That is correct. You should always be extending classes or inheriting scenes from the core/ folder, if you want the framework to remain upgradable.

For a quick prototype, keeping the custom/ folder as is and adjusting it from there should work just fine. The scenes and classes in it are already extending/inheriting as needed

from godot-card-game-framework.

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