In this stream, I continue building a Minesweeper game using the Godot Engine. We dive straight into debugging and restructuring the code for initializing mines with a focus on ensuring the first tile is always safe. I discuss placing mines randomly while optimizing the game logic, such as introducing functions for creating multidimensional arrays and handling game states effectively.
A big part of today was implementing tile interactions, including the logic for revealing tiles and placing flags. I also worked on adding new gameplay mechanics like detecting adjacent mines and planned ahead for displaying numbers to indicate mine proximity. Towards the end, I tackled creating custom sprites for Minesweeper tiles and numbers using Aseprite and integrated them with the tilemap in Godot, debugging any issues that arose along the way.
Future tasks include finalizing game over and win conditions, allowing players to choose map size, and displaying important gameplay data, like the number of remaining mines. Join me in this coding adventure as I balance between functionality, game design, and some fun debugging moments!