Game Development – Beetastic

  • 14.02.2026 – Devlog

    Today i will most likely not have lots of time, so I will stick to simple stuff like updating icons and maybe the health bar, so it is not totally wide from right to left.

    I now ended up separating the player and the weapon mechanic in 2 different slots. Therefore, the player just needs to move and i can put different weapons in the slots, allowing a similar mechanic like Brotato.

    I ended up with a model without legs but wings:

    aaaannnddd… fixed the most annoying thing in the planet: The audio cracking down, every time i opened the demo. Turns out, windows and godot need to run on the same HZ setup on their audio drivers. Amending that was a blessing.

    However, issues with the sound continue, i think the sounds layer, which is annoying for the shooting and death sounds.

    After deleting the whole project due to some Vibecoding mistake, i reinstalled the routines on the scripts like the sound design and also that the player has now a weapon slot.

    I also updated the Icons for the cards:

    and added the first enemy model:

    Some update on the tiles would be cool… and the upgrade texture of course


  • 13.02.2026 – Devlog

    I decided to revive my game dev project “Beetastic” today. I will work in Godot 4.2.1 and try vibe coding as much as possible.

    The main idea to upgrade a character through a trading-card-game adventure really sticked to me due to the childhood with Pokémon.

    Despite having some basic experience in 3D modelling, my friend Bene suggested a 2D approach would lead to better results in the beginning and ensure simplicity.

    Today, i did game setup, simple movements but also integrated tile mapping and the Card system, which is currently triggered by drops

    Enemies spawn around the player, and there is a shooting mechanism in place, as well as WASD movement.

    The enemies drop then the upgrades with a set probability

    A secondary UI (i had so much pain with the shader material, making the background blurry) opens up and the player can choose a card and the upgrade.

    Afterwards the game continues. For each card, enemies will do more damage and spawn more frequently.