Enhancing Minesweeper in Godot - New Features, Animations, and Exporting | Learning game dev Day 9

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In this video, I dive into improving the Minesweeper game I've been building in Godot. It's Day 9 of our game development journey, and today, we're focused on refining gameplay mechanics and adding new features. I explore ideas for implementing animations, such as explosions for triggered mines, and brainstorm improvements for the game, like adding a flag adjacent tiles feature similar to classic Minesweeper mechanics. These changes aim to create a more polished and engaging gaming experience.

I also discuss exporting the game to various platforms, including web, desktop, and potentially Android, which opens up possibilities for sharing and testing on different devices. Along the way, I tackle bugs related to map resizing, game over handling, and the winning state. For example, we fix an issue where resized maps weren't properly clearing tiles and work on signaling frameworks to manage win/loss scenarios more effectively.

Additionally, I talk through planning future features, such as saving progress, level progression systems (think classic Super Mario World overworld maps), and even transitioning from 2D to 3D games in the future. We also briefly brainstorm fun ideas such as a 3D Minesweeper cube project.

Join me for an engaging and relaxed coding session filled with troubleshooting, coding tips, and planning for the next steps in the series.

🔗 Stay connected and check out more streams and resources:
Twitch: https://www.twitch.tv/saebyn
GitHub: https://github.com/saebyn
Discord: https://discord.gg/N7xfy7PyHs




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