Comments (3)
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.
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.
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.
Related Issues (20)
- Have card viewer rows alternate in colours while in list mode
- Allow card viewer to separate rows/columns with lines
- All the custom fonts are missing HOT 5
- Plugin cannot be activated HOT 1
- Addendum to the AGPL3 to allow use of Steam SDK HOT 5
- Add option for board placement grids with the player cannot interact with. Such as for AI or other game mechanics
- A version of boardseek which can exclude some cards HOT 1
- functionally for scripts with subject "target" activating simultaneously to instead be placed in a queue and resolve one at a time
- have spawn_card() set the subject to be the spawned card so it can be referenced with KEY_SUBJECT_V_PREVIOUS
- Fix modifying spawned cards
- using "compare_with_owner" or "compare_with_trigger" with KEY_BOARD_POSITION sets the board position to the relevant card HOT 9
- ScriptProperties wiki page is too long to render
- Refactor so that cards are always renderred really large, then scaled down to the proportions requested by the player
- Update codebase to Godot 3.5 HOT 1
- a godot 4 version? HOT 6
- How do you increase card/game size? HOT 1
- issue in Quick Start Guide HOT 5
- Issues moving over to 4.0 HOT 2
- Is it possible to make it multiplayer? HOT 4
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from godot-card-game-framework.