BigFry’s Game Jam Dev Log – Day 2

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Overview

Today’s work focused on turning the core combat loop into something much closer to a playable game. Wave progression was pushed forward with proper spawning, completion flow, and debug controls, while a first pass of the energy, card, deck, and reward systems was implemented and connected together. On top of that, I added the supporting UI needed to actually interact with these systems, including card hand widgets, reward selection, enemy health feedback, and a debug HUD. By the end of the day, the project had moved beyond isolated prototypes into an early functional gameplay loop where waves, cards, energy use, and between-wave rewards all work together.


Major Accomplishments


Systems Developed or Updated

Wave Spawn Manager

Energy System

Card Data and Effects System

Card UI and Hand System

Deck / Draw / Discard System

Combat Feedback and Debug Tools

Reward System

Stat Organization


Problems Encountered and Solutions

Problem:
Playing one card type could trigger all cards of that type at once.

Cause:
The exact root cause was not fully isolated, but it appeared to be related to Blueprint wiring and possibly the remove-from-array setup.

Solution:
Cleaned up the Blueprint logic and rewired parts of the setup until the issue stopped occurring and card play behaved correctly.


Current Project State

The project is now in a solid early gameplay systems phase. Wave progression, energy use, card play, card draw, combat feedback, and reward selection are all connected closely enough to support a rough but functional playthrough loop. The game is no longer just a collection of separate prototype features; it now has the foundation of a repeatable wave-based structure with deckbuilding and reward progression in place. The main remaining work at this stage is tuning, polish, and continued expansion of content and systems.


Next Day Plan