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<button class="accordion">7/2/25</button>
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<p>Week 2 for me was quite productive as I had to go and download all the software and familliarise myself with the new software such as Godot and Github, Github was going to be used as a respository to store all the sprites and pieces of code. After doing the Unity Tutorial i was familiar with teh look of a game engine so when i looked at Godot i was able to understand the way it worked, I also joined the group Figma board which is an online Whiteboard this is used to share our ideas and expand on the ones we already. During the meeting we disccused hte movement in more detail as during the week we were still unsure of tile-based movement but after further disscusion we aggred to stick with it and use turn-based combat and movement, basically a menu pops up on your go and you can choose to move or attack and enemy. </p>
<p> After disscusion of the (Instant Single Action) Turn based combat, We then dissced the Roguelike Aspect of the game we spoke about it being simialr to permadeath where when you die you start from the begining of the game, The only difference being that there is option of permanant upgrades, this helps with progression throughout the game for the players.. We also spoke more about the Theme of the game we decided on a Cyber-Gothic feel as it suits the Storyline. After the meeting i was told to do some sprite work for the weekend, I was told to design a Tech Pillar for the map generation. </p>
<p>Week 2 was pretty productive as I had to download all the software and familiarise myself with the new software such as Godot and GitHub; GitHub was going to be used as a repository to store all the sprites and pieces of code. After doing the Unity Tutorial, I was familiar with the look of a game engine, so when I looked at Godot, I could understand how it worked. I also joined the group Figma board, an online Whiteboard used to share our ideas and expand on the ones we already have. During the meeting, we discussed the movement in more detail as during the week, we were still unsure of tile-based movement, but after further discussion, we agreed to stick with it and use turn-based combat and movement. A menu pops up on your go, and you can move or attack an enemy.</p>
<p> After discussing the (Instant Single Action) Turn-based combat, We then discussed the Roguelike Aspect of the game. We spoke about it being similar to Permadeath, where when you die, you start from the beginning of the game; the only difference is that there is the option of permanent upgrades, which helps players progress throughout the game. We also spoke more about the game's theme and decided on a cyber-gothic feel as it suits the storyline. After the meeting, I was told to do some sprite work for the weekend and to design a Tech Pillar for the map generation. </p>
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<button class="accordion">Section 3</button>